[PnP] Economic Project, Part 1 (rev 2)

Scott Adams longshotgm at comcast.net
Thu Apr 10 05:57:07 CEST 2014


Each time I try to post I get busy.
I've saved the posts and when get brain power and time will reply. I 
started a bit tonight so its being worked on.


At 09:54 PM 3/30/2014, you wrote:
>Note: After playing with the numbers, in order to keep the 
>farmer/urban ratio proper, I decided the "per season" was 
>per-year.  re-formulated the assumptions and gave my reasonings. :) 
>Also reformatted.
>
>
>Greetings everyone!  It's been a long while since I put anything 
>major up to the list, and given the low traffic I figured I may as 
>well do so with a project I have been working on for what seems like 
>several years (off and on, including endless tweaks and 
>redos).  This is my "Economic Unification" project.
>
>For all the years my group and I have been playing P&P, one of the 
>largest irks we had was with the equipment list, mostly with some of 
>the wacky prices, but also because of them it made fitting in new 
>equipment somewhat difficult.  5 years ago, when we restarted our 
>"Legends" campaign with their characters of 25 years ago, one of 
>their goals was to eventually carve out a kingdom for themselves 
>(which they have, in the "unclaimed" hills and mountains of the 
>western elder mountains, close to Treaus.
>
>Well, once you get such a kingdom, they needed to know what they 
>were bringing in with regards to taxes.  I could have gone with the 
>culture book's GNI calculation and been done with it, but being the 
>type who likes to crunch numbers and lay out a consistent basis for 
>things, I went back to our old nemesis, the equipment list and how 
>things are priced.  To do this I would need to work out costs from 
>the ground up, thus the birth of this project.
>
>I am presenting these series of posts as both a presentation of my 
>ideas to the list as well as draw upon the collective experiences of 
>GM's and players alike to poke holes at my assumptions, shore up 
>faulty logic, or add missing information that would make it more 
>complete.  I hope the eventual "laws" that are generated can then be 
>used by all to create a more comprehensive and logically consistent 
>set of prices for any gear or services we ever need.
>
>Now, I am not an economist (though some of you out there may be), so 
>I'm looking at these rules as a step-by-step system to lay out a 
>logical reasoning for the values of various goods and services.  The 
>goal is not to make "Sim-Donara", and may of the assumptions are 
>made to reduce the laws to a bare minimum with a "perfect world" 
>mindset, with the assumption that once we have a solid foundation, 
>simple modifiers can then be worked up to reflect the variances one 
>might encounter in the actual game world.
>
>In summation, before I begin, I plan to present my thesis for open 
>use as I plan to use it in my game.  Comments pointing out missing 
>parts or faulty logic are certainly welcome, and I will try to reply 
>to all with my reasons why I don't think they work or with updated 
>info as needed once integrated.  I have a large excel spreadsheet 
>that is backing all these calculations, and I'll happily email it to 
>anyone who wishes a copy at any point (I'll have to keep it 
>revisioned, as it may get updated a lot depending on 
>responses).  Simply contact me at bchoinskI at verizon.net and ask for 
>the economic sheet.  And if you find bad formulas, let me know!
>
>With luck, at the end of this a comprehensive an internally 
>consistent equipment and services list can be created.
>
>-----------------------------------------------------------------------------
>
>The following base assumptions are used as the core of the system:
>    * A P&P year is 360 days; a P&P week is 6 days, for 5 weeks per month
>    * A P&P ton is 2000 pounds
>    * Normal definitions of an acre (43,560 square feet) and mile (5,280 feet)
>      apply; a square mile contain 640 acres
>    * Yields and production rates based on real-world data for Roman era thru
>      Middle-Ages, where I could find it; Some info drawn from GURPS Low Tech
>      sources since I believe the authors have tried to do the same research
>      I am doing and probably had paid access to sources I can't google up
>      (Assuming GURPS TL1 or TL2 for the P&P world, with TL3 in some cultures
>      for specific technologies)
>    * All occupations are averaged out to the productivity of a single man;
>      yes, many occupations are performed by teams of men, but we average it
>      out to find a single man value.  This allows us to easily calculate the
>      production of any number of people.
>         - For simplicity, children (who normally contribute to a family's
>           income) produce at HALF rate, but likewise require HALF the needs.
>    * We assume an average food need for human adults of 2.5 food points
>    * Values of products or services are largely based on the cost of labor,
>      plus any source materials for refining or crafting occupations
>    * When sources refer to a "family", we assume two adults at full 
> production
>      one youth at half production and two children at quarter production and
>      perhaps a baby at no production.  Thus, a family of 5-6 has 
> the production
>     (and income needs) of 3 adults.
>
>
>All occupations have a set standard of living, defined as a 
>specified number of bits per day.  The base values by station at 
>based on the P&P starting wealth table and some ideas from other games:
>    * Station 1 -- Labor (1bb), Skilled Labor (2bb)
>    * Station 2 -- Crafter (5bb), Master Crafter (10bb), Tradesman (5bb),
>                   Uncommon Tradesman (10bb), Pack Trader (5bb),
>                   Minor Merchant (10bb)
>    * Station 3 -- Artisan (20bb), Master Artisan (50bb), Merchant (20bb),
>                   Master Merchant (50bb)
>    * Station 4 -- Specialist (100b), Rare Specialist (200b)
>
>
>
>The foundation of most civilized lands is agriculture.  Farmers at 
>Station 1 make up the majority of the population, and the overall 
>cost of food is based on what their income is worth.
>
>- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
>
>FARMER (1bb/day)
>GURPS Low Tech Companion #3 (henceforth GLTC3) states that barley 
>produces 705# per acre per growing season, with wheat producing 355# 
>and legumes 280#. Agriculture at the level of technology produces 
>yields 4:1 (4 pounds of grain for every pound sewn). I am unable to 
>nail down a distinct maximum amount of land that a farming family 
>can manage per year, but we want to match a more "ancient" rate of 
>support needing plenty of farmers to support an urban 
>population.  Analysis of the P&P cultures shows that the weighted 
>average margin is 20% (i.e. 1 farmer can support 1.2 
>people).  Iteration of various values in excel indicates that the 
>average farmland that a family can manage is 14 acres.  At the P&P 
>level of technology, the two-field system is most likely used, so 
>half of this land is left fallow fallow each year to prevent soil exhaustion.
>
>With the above numbers, a farm produces 4,935# of barley, 2,485# of 
>wheat or 1,960# of legumes each year, of which 1 part in 4 must be 
>retained for next years crops.  This results in usable returns of 
>3,702# of barley (1,234#/adult), 1,864# of wheat (622#/adult) and 
>1,470# of legumes (490#/adult). Wheat produces about 1.7x the weight 
>of the grain in straw (usable for fodder), or 4,225# 
>(1,409#/adult).  To keep things simple, barley produces less usable 
>fodder, keeping it's yield at the same level as wheat.
>
>A farmer works 300 days a year on his own farm, spending an 
>additional 30 days (tithe) working the lands of his liege lord.  The 
>remaining 30 days in the year account for sickness, holy days or bad 
>weather, but implies that a farmer could work those days, getting 
>+10% income.  The 300 days working his own farm must meet his income 
>needs (1bb/day), so we can determine the value of the crops. It is 
>assumed that grains make up 75% of the income, with straw/fodder 
>making up the other 25%.  Legumes make up 100% of the income when grown.
>         Barley/Oats  -> 0.1824bb/# (9b for a 50# bushel)
>         Wheat        -> 0.3618bb/# (18b for a 50# bushel)
>         Legumes      -> 0.6123bb/# (30b for a 50# bushel)
>         Fodder       -> 0.0533bb/# (11b for a 200# bale)
>
>GLTC3 states that an active adult requires 750# of grain per year to 
>survive. Wheat provides more protein than barley and is used for 
>bread, with legumes making up the remainder of the needed protein 
>(meat was relatively rare). Working the numbers such that food costs 
>2/3 the income, the diet is 70% barley, 20% wheat and 10% legumes, 
>the yearly food cost is 196bb/year. Obviously, lower quality food 
>can be bought for less if he needs money for other things.
>
>In terms of population support, using the same percentages to 
>determine the average food cost, a single adult farmer produces 
>enough to feed 1.383 adults.  While higher than the P&P weighted 
>margin, it is enough to cover some high ratio cultures without the 
>need for serious food imports (i.e. A'Korchu at a 33% margin or 
>Dirlla at a 37% margin).
>
>Given the above, the average adult requires 2.5FP per day, or 900FP 
>per year. A grain/legumes diet provides 1.2FP per pound.  At least 
>now a Station person can afford his food (Book 1 had grain at 2bb per pound!)
>
>The value of cropland works out to the income produced by the people 
>working it for you.  At 300b income over 14  acres, this comes to 
>21.43bb/acre for farmland (active+fallow).  Book 1 states that 
>farmland is worth 1SC per acre when purchased, so if we go with this 
>value as one of our "data anchors" this implies that land sells for 
>4.7x it's yearly production income.  This will come in handy when we 
>eventually determine the cost of other land.
>
>The cost of wintering a horse is based on 100 days where grazing is 
>not possible. For a 1000lb horse, this is 20# of straw fodder per 
>day, or 1SC per year.  Working horses (horses on the battlefield or 
>constantly working) cannot graze and will need oats as a supplement 
>(0.5lb oats per 100lb weight) in addition to purchased straw, so 
>owning a horse will cost an adventurer 12bb per week while traveling 
>(6CC per month).
>
>
>BREWER (5bb/year)
>On old resource I've mined for info is "Economy Quest", a set of 
>economic rules made for Runequest (available if desired, contact me 
>by email). From their rules:
>Brewing
>         Brewers are crafters living in the 1440 p. income bracket. 
> A small brewery
>         produces 2900 liters of ale per year. This ale sells, in 
> bulk, for 5 clacs
>         per liter. A brewery may grow its own hops, requiring a 
> small farm to do
>         so, or buy them, which costs 220 pennies per year.
>
>The 1440p income is the same as our 5bb/year. 2900 liters is roughly 
>766 gallons.  Scaled down from a family, this averages to 256 
>gallons per adult. From personal experience and online sources, a 
>good rule of thumb is 10# of malted grain for 5 gallons of water, or 
>2# per gallon. While hops were not introduced in the real world 
>until the middle ages, other herbs or spices were used as 
>preservatives.  We assume the brewing family grows whatever was used 
>on their own lands and gathers their firewood for boiling the brew.
>
>(NOTE: Is this too little beer?  I have brewed in the past, in 5 
>gallon batches and it took me, with modern gear a few hours to boil 
>and cool the wort, followed by a week or so of fermentation before 
>bottling.  Were I to do this every night (had I the equipment) for 
>300 days I could do about 1,500 gallons a year If I also had to 
>spend the day gathering firewood, picking hops, checking on the 
>grain being malted for the next batch, etc. And that's with  20th 
>century appliances and modern plumbing.  If I had to do it with 
>firewood and getting water from the local well, I could easily see 
>my rate cut in half.)
>
>At 5bb per day, the 300 day rate is 1500bb. Instead of working a 
>liege-lord's lands, the brewer pays an additional 10% of their 
>income in beer to the lord, so he must actually produce 1650bb of 
>value in those 300 days (which allows for +20% income if he works 
>extra days). Given the cost of 500lb of barley, plus his income 
>needs and tithed value we can determine the value of his beer or ale.
>         Beer      -> 6.965bb/gallon
>
>The brewer would likely sell his beer in 10 gallon lots (you supply 
>the barrel; the actual cost of a barrel lies in a future 
>installment), cleaned up for "processing and handling".
>         Beer    ->  7CC per 10 gallon keg
>
>
>TAVERN-KEEPER (5bb/year)
>With the cost of beer from his supplier at 7bb/gallon, and a noted 
>Book 1 cost of 2bb per quart (8bb/gallon), a Tavern-Keeper's markup 
>is obviously 1bb per gallon (15%), meaning he must sell 1,650 
>gallons a year (about 5.5 gallons per day, over 300 days of 
>operation). Using this same ratio, a tavern that sold prepared food 
>would use the same margin
>         Beer or Ale     -> 2bb/quart, 1bb/pint
>         Watered Ale -> 1bb/quart
>         Tavern Meal -> 1/4bb per food point (per day) at Station 1
>
>
>
>
>Web sources:
>------------
>http://www.hyw.com/books/history/agricult.htm
>http://www.aces.uiuc.edu/vista/html_pubs/horse/horse.html
>http://www.newsfrombree.co.uk/m_econ.htm
>http://mu.ranter.net/design-theory/food-basis/everything-starts-with-grain
>
>
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