[PnP] Economics, Inn Ownership
Scott Adams
longshotgm at comcast.net
Wed Feb 19 08:59:13 CET 2014
At 09:22 AM 2/16/2014, you wrote:
>hello everyone, and happy new year. It has been a while since I
>last posted so I figured I may as well put out my simple notes on
>some economics that I have had to figure out for my local game, just
>in case others may have similar problems.
>
>Also, a good peer review never hurts...rip away. :}
>
>Incomes
>For my game I have been trying to normalize the economic system and
>item prices by setting certain assumptions, then following those
>assumptions through several iterations. For example, the value of a
>good equals the labor cost plus materials cost plus some overhead
>cost for marketing and taxes. An example would be clothing:
> - A flax farmer must sell his crops and make enough to pay
> his tithes to his
> liege as well as purchase his food and other needs.
> - A spinner takes raw flax and spins it into thread; he
> must make enough to cover
> his income, the cost of the flax plus taxes. The thread
> price is based on
> the overall cost per pound, plus 25% for merchanting.
> - A Weaver takes thread and weaves it into cloth; he must
> make enough to cover
> his income, the cost of the thread plus taxes, the cloth
> price is based on the
> overall cost per pound, plus 50% for merchanting.
> - Finally, a Clothier takes cloth and turns it into
> clothing. Again, final overall
> cost equals all other costs plus 50%
>
He..not PC? :) No Shes workers j/k :)
>
>My incomes are based a simplified set of values (all income needs are per day)
> Station 0 - 1/2b
> Station 1 - Labor (1b), Skilled labor (2b)
> Station 2 - Crafter (5b), Master Crafter (10b), Tradesman
> (5b), Uncommon
> Tradesman (10b), Pack Trader (10b)
> Station 3 - Artisan (20b), Master Artisan (50b), Merchant
> (20b), Master
> Merchant (50b)
> Station 4 - Specialist (100b), Rare Specialist (200b),
> Minor Nobility (100b)
>
Not sure I'd be low in this area. Problem is it depends on
nation. City/Wilderness. A Donaran city like Donara compared ot say
some city in the swamps in the NW may not comapare. There are BArter
systems a swell. Slavery thus no wages. But for a typical city in
middle class natoin (social level) then above is fine. Though seems
like some tweaking may be needed. But its 3am so my brain is low power. :<
>For production occupations, the worker is assumed to meet his income
>needs in 300 days -- this matches the GNI value of 3SC for a station
>1 worker. Crafting and trades make their needs in 240 days (which
>allows for some play for lean or prosperous years).
>
>My production rates are probably somewhat subjective, but I tried to
>base them on real-world data or "reasonable" guesses.
Weather. Rebelion. War. Famine. Disease all affect above. Crop
failures..etc.
>So, for the cloth example above:
>
>A Fiber Farmer (1b) produces 1200# of raw flax per year; A spinner
>(1b) takes this flax and can turn it into 1200# of thread. Flax
>Thread = 1/2b per pound.
>
>Weavers (5b) can turn 5# of thread into cloth each day (2# for fine
>cloth). Linen cloth = 3b per pound (1-1/2b per square yard of 8oz
>cloth). Fine cloth costs double.
>
>Clothiers (5b) can produce 5# of clothing each day from 6# of cloth.
>Linen clothing = 8b per pound (8oz cloth, 25b per pound for 4oz fine cloth).
>
>With this as a base, clothing prices can be re-figured, tweaked up
>for dyes, trim or other improvements, and will mesh with the
>incomes. I figured (along the same methods above) that Station 1
>eating costs 250b per year, so a station 1 person that does not work
>extra has 50b per year to pay for other expenses. A 2# set of basic
>clothing will cost 16b, so while a station 1 person will likely
>patch and repair his clothing as much as possible, higher stations
>can afford to have a wardrobe.
>
>I'm still in the process of working this all up, but when complete a
>reasonable system of costs and values comes up. A side effect of
>this is that armors and weapons do not end up as way overpriced for
>the effects (A bronze Blade ends up at 14CC per pound, so a 7#
>great-sword is only about 1GC, not the 4GC stated in the book.
>
>Ok, with all that background (so you know where I'm coming from),
>let me go to the meat of the article.
>--------------------------------
>
>Inn Economics for Owners
>Using "Medieval Demographics made easy" (google search), I used the
>basic value of 1 inn per 2000 people. A 4-person managed inn (4
>adults, or 3 adults and 3 children) live at 5b/day, so they need to
>make 20b/day in average income (720CC/year). Assuming the local
>culture takes 20% in taxes, plus you as the owner getting a 10% cut,
>dividing this out means the average Inn must pull in 10GC/year. At
>the 1 inn/2000 rate, that 10GC/2000 equals 5GC of "Inn" per 1000
>population. For a city, increase the limit by 10% per road and by
>20% if a port city. I also add an additional 10% for the capital
>city For the city of Donara, at 36,000 people, this is about 270GC
>of "innage". I figure a small inn is worth about 5GC, a Large Inn
>about 25GC. If you go with a basic ratio of 10% large, 20% small
>and the rest medium this comes out to roughly 10.5GC as an average,
>so I think the ratio is good.
>
>So, what does this mean? A player or group of players can purchase
>a medium inn and pull in 1GC a year in profits (if the GM wants to
>go with the average), or the GM can use this as an game hook when
>the players try to find out why their inn is losing money. :}
>
>Looking at my worksheet I see I still have to work out the proper
>construction costs, and thus update my "quick & Dirty" construction
>rules. I'll have to do that and post them at a later date.
>
>
>_Rest seems fine. Good work.
When Chris aka Ben'dar uses his $ to buy a ranch for horse breeding I
did a document on that. not too complicated. But
upkeep....maintence...average horses per month..etc..
Sorry not so detailed. Off to bed since 3am.
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