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Post by jmccann on May 21, 2016 12:46:29 GMT -5
Over in the thread ruinsofmurkhill.proboards.com/thread/643/another-end-game-arbitrage I started to discuss a simple economic model for use on the OS board. I am starting this thread to develop the model a little more. One important concern is that the model be very simple to administer and play, but to also allow interested parties or referees to have a more elaborate model if that is something they or their characters are interested in. So one result I want from this model is a set of tables which can be used without modification in any campaign to provide some kind of realistic pricing for items in the campaign. There will also be guidance for more elaborate model for interested referees. Features of the model* agricultural production * feudal economic features * trade * army costs
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Post by jmccann on May 21, 2016 13:03:06 GMT -5
Annual Agricultural Inputs and Outputs
For use in the game this would need a calendar and some kind of standard currency. When I get around to making this playable it will probably be denominated in silver pennies or a standard currency of account.
Here is how agricultural production will work. This graph shows inputs and outputs for a single commodity. There will be some monthly costs, represented by the black line. This is effort in plowing, sowing, etc. There will be manpower requirements as well as economic requirements. There will be various mechanisms of property ownership. For an early feudal model we can set a population density and consider the population to be tied to the spot (unless a war or something renders the area uninhabitable) and working for free (in terms of silver). For other periods a different arrangement would be required.
The black line shows input costs. To get the output (red line) productivity the input must have been paid for some period of time. The course of the year will influence the cost curve heavily. This assumes a northern temperate climate with a single harvest season, and the input shows a late-year winter holiday which brings economic activity to a halt for this commodity.
Other commodities might have different curves - winter wheat, raspberries have 2 harvests, etc. With just a little effort I think an economic system with a high degree of verisimilitude can be put to use for a campaign.
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Post by tetramorph on May 21, 2016 13:19:17 GMT -5
jmccann, as always, awesome thinking. I've been away on a writing retreat. Next week I'll reply more to this thread and the one on dislikes of the implied setting. Thanks!
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Post by tetramorph on May 22, 2016 16:35:58 GMT -5
jmccann , you know I'm a big fan of "rules-lite." I am keeping things like, yield from agriculture, mines, etc., as a turn-year kind of thing in order to keep it abstract and simply factor in the differences between harvest and plowing, fasting and feasting, etc. Here is what I've set up for my current Outdoor Survival campaign: This is probably too abstract for you, jmccann , but please do let me know what you think.
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Post by The Perilous Dreamer on Apr 25, 2022 16:54:08 GMT -5
Bumping this along with the other thread that is linked in the OP. See the other thread.
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Post by dicebro on May 13, 2023 9:15:42 GMT -5
I am tinkering around with this:
a “talent” of gold is worth 1000 gp.
a nation gets a weekly income based on the number and type of hexes within its boundary lines. This amount is to be spent on the public and kept separate from the National leader’s personal wealth.
woods generate 2 talents per week per hex a large city generates 5 deserts generate 0 mountains generate 1 swamps produce 1 a river hex or sea coast generates 3. a clear hex generates 3
these talents, aka “credits” are spent on fortifications, roads, army units, etc. I made a list of possible expenditures
Talents (Credits worth 1000 go) can be transported in wagons and ships on campaign. They can be stored in the Nation’s Citadel or vault.
Im also working on a very simple weekly record sheet (one that can be coordinated with my campaign calender)
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Post by The Semi-Retired Gamer on May 14, 2023 16:41:08 GMT -5
I am tinkering around with this: a “talent” of gold is worth 1000 gp. a nation gets a weekly income based on the number and type of hexes within its boundary lines. This amount is to be spent on the public and kept separate from the National leader’s personal wealth. woods generate 2 talents per week per hex a large city generates 5 deserts generate 0 mountains generate 1 swamps produce 1 a river hex or sea coast generates 3. a clear hex generates 3 these talents, aka “credits” are spent on fortifications, roads, army units, etc. I made a list of possible expenditures Talents (Credits worth 1000 go) can be transported in wagons and ships on campaign. They can be stored in the Nation’s Citadel or vault. Im also working on a very simple weekly record sheet (one that can be coordinated with my campaign calender) Cool stuff, dicebro! I'm definitely interested in seeing what you develop with these ideas.
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