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

TNT tanghet at skynet.be
Thu Apr 10 07:46:49 CEST 2014


Dear PP-fans, 

 

I’ve designed a table for revenue (Monthly and Daily), a rule for daily
living cost of living and EL effect on revenue.

If you want i can translate the rules in english (the table labels is
another affair)
 just tell me J

 


2.9 Income by profession


Chaque métier peut procurer un revenu mensuel, quotidien ou à l’acte. La
table suivante donne le revenu de base, exprimé en sous(SO). Certains
métiers n’ont pas de talent associé et peuvent être testé sur base d’une
formule incluant les caractéristiques indiquées ci-dessous :

 




Profession

M

Q

Test


Acrobate 

 

30

A En 


Acteur

 

50

V E


Alchimiste

270

30

I Em


Amuseur 

 

60

E Em


Apothicaire

300

35

I I


Architecte 

460

110

I I


Armateur

450

20

I V


Armurier

540

 

D Em


Arracheur dent 

280

 

V I


Artiste

 

80

V Em


Assassin 

 

400

D V


Astrologue

420

60

Em I


Aubergiste

300

 

V En


Aumônier 

 

100

Em E


Avocat

410

60

E I


Bailli 

 

130

V I


Banneret 

 

170

I V


Barbier

200

10

V I


Baron 

 

250

V Em


Bateleur 

260

 

En F


Berger

100

 

En Em


Boucher

240

 

D En


Boulanger

280

 

En D


Bûcheron

180

 

F F


Caravanier 

280

 

En En


Carrier

160

 

F D


Cartographe

420

75

I I


Chandelier

270

 

D D


Changeur 

290

 

I I


Chapelier

320

 

D Em


Chapelain 

200

 

I E


Charbonnier

270

 

F En


Charpentier

330

35

F D


Charretier

320

 

F En


Chasseur

210

 

D En


Chaudronnier 

380

 

F D


Chaussetier

310

 

D D


Chevalier 

 

100

F I


Chiffonnier 

250

 

D En


Clerc 

220

 

Em I


Colporteur 

70

 

En F


Comte 

 

300

I V


Conseiller 

 

150

Em I


Cordelier

270

 

D F


Cordonnier

340

 

D D


Courtisan

 

100

Ap V


Crieur

 

30

E E


Cuisinier /chef coq

170

 

Em D


Danseur 

 

40

A A


Dignitaire religieux 

420

90

V Em


Diplomate 

500

80

I V


Distillateur 

250

 

I Em


Domestique 

90

 

En A


Drapier

300

 

D D


Dresseur

360

45

Em V


Duc 

 

400

I V


Ébéniste 

350

 

D En


Éclaireur 

300

 

D En


Écrivain public 

 

20

I Em


Écuyer 

320

 

A En


Éleveur

290

 

V Em


Embaumeur

240

30

V D


Enlumineur 

 

40

I Em


Entraîneur animaux 

320

 

V En


Épicier

150

 

I E


Ermite 

150

 

En V


Esclavagiste 

340

 

V I


Esclave 

 

5

En V


Espion 

 

180

I I


Étudiant 

140

 

I Em


Fabricant trappe 

310

40

D D


Fauconnier 

440

 

Em V


Fermier

140

 

En F


Fondeur

360

 

F En


Forestier 

170

 

En En


Forgeron

400

 

D F


Fou 

 

70

V Em


Fourreur 

330

 

D D


Gantier

300

 

D D


Garçon d’écurie 

80

 

A En


Garde

150

20

F D


Gardien de terre 

200

 

En F


Gens d’arme 

160

 

F D


Geôlier 

140

 

En V


Graveur 

 

30

I D


Guérisseur 

300

 

Em V


Harpiste 

240

150

Em En


Héraut

380

80

I Em


Herboriste/mi/eq

300

50

I I


Homme d’arme 

170

 

F V


Ingénieur 

450

80

Em E


Inquisiteur 

 

300

Em I


Intendant

410

65

I I


Joaillier 

330

 

D V


Jongleur 

 

35

D A


Joueur 

 

50

I V


Juge 

440

 

I I


Laboureur 

120

 

F En


Laitier

130

 

En En


Lexicographe 

 

50

D I


Linguiste 

380

 

I Em


Luthier

210

55

D En


Maçon

480

 

D En


Maître chenil 

300

 

Em V


Maître d’arme 

450

 

D A


Maître d'équipage

390

 

V En


Maraîcher 

210

 

En F


Maraud 

 

50

D I


Marchand

 

90

I V


Marché

 

5

E I


Marin

240

 

En F


Marin eau douce 

250

 

En A


Marin mer 

280

 

En F


Mathématicien 

330

 

I I


Médecin

440

50

I Em


Mendiant 

40

 

Ap E


Ménestrel 

 

35

E Em


Menuisier

350

 

D En


Mercenaire

150

10

F V


Messager

180

20

En A


Meunier

420

 

F En


Mineur 

420

 

En F


Musicien 

180

 

Em I


Notaire

420

60

I I


Officier 

350

 

V Ap


Orateur 

 

40

E E


Ouvrier 

120

 

F F


Page 

170

 

A En


Parfumeur

330

 

Em Em


Paysan

120

 

F En


Pêcheur

240

 

V D


Petit seigneur 

 

140

V F


Pilote 

480

 

I I


Pisteur 

200

 

Em I


Plaideur

360

25

E I


Poète 

290

 

Em Em


Porcher 

280

 

F En


Potier

300

 

D Em


Prêcheur 

 

90

E V


Prêtre 

 

140

Em V


Prévôt 

430

 

V Em


Professeur 

340

 

I E


Prostituée

180

85

Ap Ap


Ramoneur 

140

 

En F


Rebouteux 

250

 

V D


Religieux

 

120

Em V


Rentier 

300

 

I V


Roi 

 

900

I Ap


Saisonnier 

 

10

En D


Salier

240

 

D En


Sapeur 

200

 

F En


Savant

360

25

I I


Scientifique 

300

 

I Em


Scribe

330

15

Em D


Seigneur

 

200

V I


Sellier

160

 

A D


Sénéchal 

490

 

F A


Sergent 

200

 

F En


Serrurier

300

 

D D


Serviteur 

120

10

En I


Soigneur d’animaux 

310

 

Em I


Sorcier 

 

800

I V


Spécial

 

100

F I


Tailleur

280

 

D I


Tanneur

300

 

A D


Tapissier

340

 

D I


Tavernier

270

 

I Em


Teinturier

280

 

A D


Tentier

360

 

D F


Tisserand

330

 

D I


Tonnelier

300

 

F D


Troubadour

 

50

E Ap


Tuilier 

290

 

D En


Tuteur 

280

 

V E


Usurier 

 

40

I V


Vanneur

290

 

D D


Vendangeur 

180

 

En En


Verrier

330

 

I D


Vigneron 

250

 

Em I


Voleur 

 

300

D A




Profession = nom du métier.

M = revenu mensuel en sous (SO).

Q = revenu quotidien ou à la pièce/à l’acte  en sous(SO).

Test = les caractéristiques principales et secondaires pour la maîtrise
d’une profession

 

Vous pouvez calculez le revenu mensuel sur base du revenu quotidien : M = 15
x Q sous(SO) et le revenu quotidien sur base du mensuel : Q = M/20 sous(SO).


 

Pour déterminer un revenu mensuel basé sur un talent quelconque, utilisez la
formule suivante : M = CPA(du talent) x 4 sous(SO).

 


Expertise dans le talent


Le revenu est modifié par le NE dans le talent (équivaut à [Carac principale
x2 + Carac. Secondaire)/2) : 

 


NE

Revenu


<21

-50%


21-40

-25%


41-60

0


>60

+25%

N’oubliez pas de tester les talents marchands pour évaluer le gain ou la
perte supplémentaire.

 

-----Message d'origine-----
De : pnp [mailto:pnp-bounces at list.powersandperils.org] De la part de Scott
Adams
Envoyé : jeudi 10 avril 2014 05:57
À : The Powers and Perils Mailing List
Objet : Re: [PnP] Economic Project, Part 1 (rev 2)

 

 

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  <mailto:bchoinskI at verizon.net>
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.hyw.com/books/history/agricult.htm

> <http://www.aces.uiuc.edu/vista/html_pubs/horse/horse.html>
http://www.aces.uiuc.edu/vista/html_pubs/horse/horse.html

> <http://www.newsfrombree.co.uk/m_econ.htm>
http://www.newsfrombree.co.uk/m_econ.htm

>
<http://mu.ranter.net/design-theory/food-basis/everything-starts-with-grain>
http://mu.ranter.net/design-theory/food-basis/everything-starts-with-grain

> 

> 

>_______________________________________________

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> <mailto:pnp at list.powersandperils.org> pnp at list.powersandperils.org

> <http://www.powersandperils.org/cgi-bin/mailman/listinfo/pnp>
http://www.powersandperils.org/cgi-bin/mailman/listinfo/pnp

 

 

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