Writing Economy for a fantasy novel

MafiaNoble

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I'm working on a LITPRG and kingdom building novel under the name " Civilization online " and am trying to work out a economy for it. Before we continue it's important to keep in mind that this LITRPG has levels and classes (although classes are rather rare rather then common)

Certain classes like [Farmer] have a huge impact on the economy due to the class ability to give crops increased resistance towards environmental factors as well as yield increases such as double crop yield etc.

Besides that nobles always keep roads in great conditions because they require it so armies may quickly respond to the appearance of magical calamities. (Basically the spawning of giant monsters)

Magical innovations (or just a slight injection of someone capable of wielding mana which is roughly 10-25% of the human population) greatly slows the spoiling rate of products.

Last but not least magical zones (which is like a foggy area which you can enter and is like a totally different area, can have a different climate, random and often replenishable resources or just be a monster infested pain) All greatly influences the economy.

This is what i've written out in a random evernote note called " Economy " so far and it'd like to receive tips and advice on what certain products or goods could potentially be compared to things already on the tab. Perhaps certain things need to be changed? Etc etc.


Economy:

1 adamantite = 100 gold

1 gold = 100 silver.

1 silver = 100 Copper.

Copper, silver, gold, and adamantite are all ores that are capable of storing and conducting magic when pure. This is how you can see whether or not the authenticity is messed with. Pure copper, silver, gold, and adamantite coins will contain a bit of mana.

These coins also drop in dungeons occasionally.

Monster kills
The worth of monster kills varies roughly per territory, their crystals always have a fixed price offered by the adventurer guild due to their high demand. {} symbolizes crystal value [-] body value <> bounty value.

Goblins: Due to the high muscle and low fat concentration their bodies are relatively useful for making sinew. (In wild lands) {5} [2]<0>

Products
Salt: Salt comes from the sea, mines or the zone in the merchant territory of Ruberos. The salt prices vary per region and inland the biggest distributor is Ruberos which has a zone that spawns rock salt. The Ratio is roughly 1:10 (1 copper for 10 gram) and moves up the further you go from Ruberos while the price lowers again when you come closer to the sea. In the wild lands salt is rather expensive, mostly because the dwarves don't have salt deposits and also buy a lot. Whatever reaches the wildlands thru merchants is roughly 1:3.

Sugar: Sugar mostly comes from a plant called Ostreaflorus which is a plant similar to sugarcane but doesn't need the tropical climate. Ostreaflorus however need sunlight and the more it has the more rapidly it grows. It's a popular product in Descot since the plant isn't bothered by the lower air pressure and instead excels in the increased exposure to sunlight. Sugar is in most regions available at a 1:10 ratio. due to the plants lower cultivation requirements.

Food
Food varies per territory but due to the zones that produce salt the sugar plant and monster spawns as well as the class effects on crops the food is a lot cheaper then one would expect from the medieval period. Most meat in peasant cuisine is either monster meat or game, it's possible for the peasants to acquire since animals randomly spawn, similar to monsters.

Food can be saved longer by pushing some mana into it. There are also magical boxes that use crystals as a power store that keep food good. - Since magic and healing is a thing, there is a lot less risk of germs and because of that a lot less stuff is salted.

There are

perpetual stew: 2 Copper coins per meal (Requires 24/7 cooking and is thus not home made)
Vegetable soups: 3 Coppers per meal in a inn (Usually served with two/three slices of bread) around 2 copper when home made.
Soup with meat around 4-5 coppers per meal (in a inn) depending on what meat was in it and how much. Around 3-4 when home made.

More luxurious meals (Vegetables with potatoes/rice and potentially meat) range from 8-25 per meal (mostly depending on the meat). So 8 for a meal would be without meat. - Around 5-15 when home made.

Eggs are roughly half a copper coin a piece.

Brown bread: 3 copper coins a loaf - was made for farm workers and the lowest servants, from a mix of barley, dried peas, malt, and some whole wheat or rye flour. It was what we’d call sourdough: left overnight in a sour trough, where it picked up yeast left from earlier batches of dough. We may worship at the altar of sourdough today, but the taste wasn’t appreciated in the Middle Ages, and according to Pen Vogler in Scoff, the flour was likely to go off and given the bread a rancid taste. (Wheat germ has nutritional value but it goes bad easily. That was another benefit of white bread.) - Since there are magic boxes to contain things and slower the spoil rates most bakeries have a box and use Wheat germ in their brown bread.

Household bread 9 copper coins a loaf. was for the people a step down in the household. It was made with whole wheat flour, which might have been mixed with rye or barley. It was raised with leaven–a bit of yeasted dough saved from an earlier batch. Some books on bread baking still suggest doing this to improve the bread’s taste, although modern recipes rely on commercial yeast to do the heavy lifting.
White bread: 15-25 copper coins depending on the quality, purity and sieving progress.

Due to the good roads nobles maintain and the principle of " the more you buy, the cheaper it gets " as well as the costs (or in wildlands effort) of getting firewood, it's often not cheaper to make bread at home then it is to buy at a bakery. Bakers often have invested in a oven that allows them to bake food using crystals as a power source as well.

Labour

Young/weak, simple labour (safe work) is around 3-8 copper coins a day. Think about simple work the elderly or children might do.
Cheap adult labourers (Poor peasants or people from slums) range from 10-15 copper a day.
Normal labour prices from cities ranges from 15-20 copper a day.
More skilled labour ranges about 25-50 copper. Think about people that can count, read, write or craftsmen.

Jobs that require someone to travel from home are often 25 copper a day for normal labour - 50 copper -1 silver for skilled labour.

More dangerous jobs such as soldier or guards (without a class) are often around 30 copper - 5 silver daily. It really depends on someone's level as well as contract durations and conditions. For example, someone that has to guard a shop would ask a lot less then someone that might be mobilized to fight monsters. If monsters are fought, would their employee gain the profits of said monster kill?
 

Assurbanipal_II

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I'm working on a LITPRG and kingdom building novel under the name " Civilization online " and am trying to work out a economy for it. Before we continue it's important to keep in mind that this LITRPG has levels and classes (although classes are rather rare rather then common)

Certain classes like [Farmer] have a huge impact on the economy due to the class ability to give crops increased resistance towards environmental factors as well as yield increases such as double crop yield etc.

Besides that nobles always keep roads in great conditions because they require it so armies may quickly respond to the appearance of magical calamities. (Basically the spawning of giant monsters)

Magical innovations (or just a slight injection of someone capable of wielding mana which is roughly 10-25% of the human population) greatly slows the spoiling rate of products.

Last but not least magical zones (which is like a foggy area which you can enter and is like a totally different area, can have a different climate, random and often replenishable resources or just be a monster infested pain) All greatly influences the economy.

This is what i've written out in a random evernote note called " Economy " so far and it'd like to receive tips and advice on what certain products or goods could potentially be compared to things already on the tab. Perhaps certain things need to be changed? Etc etc.


Economy:

1 adamantite = 100 gold

1 gold = 100 silver.

1 silver = 100 Copper.

Copper, silver, gold, and adamantite are all ores that are capable of storing and conducting magic when pure. This is how you can see whether or not the authenticity is messed with. Pure copper, silver, gold, and adamantite coins will contain a bit of mana.

These coins also drop in dungeons occasionally.

Monster kills
The worth of monster kills varies roughly per territory, their crystals always have a fixed price offered by the adventurer guild due to their high demand. {} symbolizes crystal value [-] body value <> bounty value.

Goblins: Due to the high muscle and low fat concentration their bodies are relatively useful for making sinew. (In wild lands) {5} [2]<0>

Products
Salt: Salt comes from the sea, mines or the zone in the merchant territory of Ruberos. The salt prices vary per region and inland the biggest distributor is Ruberos which has a zone that spawns rock salt. The Ratio is roughly 1:10 (1 copper for 10 gram) and moves up the further you go from Ruberos while the price lowers again when you come closer to the sea. In the wild lands salt is rather expensive, mostly because the dwarves don't have salt deposits and also buy a lot. Whatever reaches the wildlands thru merchants is roughly 1:3.

Sugar: Sugar mostly comes from a plant called Ostreaflorus which is a plant similar to sugarcane but doesn't need the tropical climate. Ostreaflorus however need sunlight and the more it has the more rapidly it grows. It's a popular product in Descot since the plant isn't bothered by the lower air pressure and instead excels in the increased exposure to sunlight. Sugar is in most regions available at a 1:10 ratio. due to the plants lower cultivation requirements.

Food
Food varies per territory but due to the zones that produce salt the sugar plant and monster spawns as well as the class effects on crops the food is a lot cheaper then one would expect from the medieval period. Most meat in peasant cuisine is either monster meat or game, it's possible for the peasants to acquire since animals randomly spawn, similar to monsters.

Food can be saved longer by pushing some mana into it. There are also magical boxes that use crystals as a power store that keep food good. - Since magic and healing is a thing, there is a lot less risk of germs and because of that a lot less stuff is salted.

There are

perpetual stew: 2 Copper coins per meal (Requires 24/7 cooking and is thus not home made)
Vegetable soups: 3 Coppers per meal in a inn (Usually served with two/three slices of bread) around 2 copper when home made.
Soup with meat around 4-5 coppers per meal (in a inn) depending on what meat was in it and how much. Around 3-4 when home made.

More luxurious meals (Vegetables with potatoes/rice and potentially meat) range from 8-25 per meal (mostly depending on the meat). So 8 for a meal would be without meat. - Around 5-15 when home made.

Eggs are roughly half a copper coin a piece.

Brown bread: 3 copper coins a loaf - was made for farm workers and the lowest servants, from a mix of barley, dried peas, malt, and some whole wheat or rye flour. It was what we’d call sourdough: left overnight in a sour trough, where it picked up yeast left from earlier batches of dough. We may worship at the altar of sourdough today, but the taste wasn’t appreciated in the Middle Ages, and according to Pen Vogler in Scoff, the flour was likely to go off and given the bread a rancid taste. (Wheat germ has nutritional value but it goes bad easily. That was another benefit of white bread.) - Since there are magic boxes to contain things and slower the spoil rates most bakeries have a box and use Wheat germ in their brown bread.

Household bread 9 copper coins a loaf. was for the people a step down in the household. It was made with whole wheat flour, which might have been mixed with rye or barley. It was raised with leaven–a bit of yeasted dough saved from an earlier batch. Some books on bread baking still suggest doing this to improve the bread’s taste, although modern recipes rely on commercial yeast to do the heavy lifting.
White bread: 15-25 copper coins depending on the quality, purity and sieving progress.

Due to the good roads nobles maintain and the principle of " the more you buy, the cheaper it gets " as well as the costs (or in wildlands effort) of getting firewood, it's often not cheaper to make bread at home then it is to buy at a bakery. Bakers often have invested in a oven that allows them to bake food using crystals as a power source as well.

Labour

Young/weak, simple labour (safe work) is around 3-8 copper coins a day. Think about simple work the elderly or children might do.
Cheap adult labourers (Poor peasants or people from slums) range from 10-15 copper a day.
Normal labour prices from cities ranges from 15-20 copper a day.
More skilled labour ranges about 25-50 copper. Think about people that can count, read, write or craftsmen.

Jobs that require someone to travel from home are often 25 copper a day for normal labour - 50 copper -1 silver for skilled labour.

More dangerous jobs such as soldier or guards (without a class) are often around 30 copper - 5 silver daily. It really depends on someone's level as well as contract durations and conditions. For example, someone that has to guard a shop would ask a lot less then someone that might be mobilized to fight monsters. If monsters are fought, would their employee gain the profits of said monster kill?
:meowsip: Why is it a LitRPG, though?
 

MarekSusicky

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Alright, so you have wall of text. Prepare for another wall of text!

Economics in Chaos
Because what’s an epic world without a dysfunctional economy?

1. Counterfeiting: Fake It ‘Til You Break It
Mana-storing coins are all the rage, but you know some rogue is out there thinking, "Challenge accepted." Enter counterfeiters:

[Forger] classes mimicking mana signatures, causing merchant meltdowns.
Alchemists sneaking alloys into gold, birthing black markets and forcing guilds to hire mana-verifiers.
Result? Pure economic mayhem. You’re welcome.

2. Regional Trade: Magical Monopoly Madness
Forget salt and sugar; let’s get weird:

Frostwood, mana silk, or lava-forged fire crystals—resources so niche, they scream “adventurer bait.”
Enchanted wine or glowing spices for nobles to flex at banquets. Because if their food isn’t glowing, what’s the point?

3. Capitalism, Baby: Invest or Implode
Loans and investments make things juicy:

A blacksmith gambles on rare materials—resulting in either a legendary sword or a very angry debt collector.
Farmers try magical seeds for triple yields, but goblins eat half the crop. High risk, high reward.
Now you’ve got peasants playing tycoons and losing sleep over bankruptcy. Fun times.

4. Scarcity & Inflation: The Real Villains
A salt mine collapses; prices skyrocket. Nobles hoard it, peasants riot, and everyone regrets not prepping like doomsday hoarders. Bonus points if dungeon treasure floods the market, tanking currency value.

Chaotic? Yes. Entertaining? Absolutely.

5. Labor: Sweat, Skill, and Sabotage
Workers in your world? Just levels with problems.

Peasants earn 3-8 copper chopping wood, while a high-level [Woodsman] slices through monsters and earns silver.
Adventurers double as laborers, tanking the guard market. Why hire a normal guard for 30 copper when a fighter does it for less—and kills goblins on the side?
Add specialized labor like [Beast Tamers] or [Crop Whisperers], and suddenly everyone’s jealous—or sabotaging their rivals.

Guilds, of course, rule the roost:

Craftsmen’s Guilds: Pay up or get blacklisted.
Adventurer’s Guilds: Your one-stop shop for bridge repairs in monster zones.

6. Player-Driven Chaos: Where Rules Go to Die
(Given the name Civilization online)

Players ruin everything:

Adventurer demands inflate potion prices faster than health bars drop.
Blacksmiths revolutionize markets with OP items.
Exploits crash economies faster than patch notes can keep up.

Bottom Line: Economics should be as broken as your players’ strategies. Sprinkle in counterfeiting, inflation, and guild drama, and watch your world burn beautifully.
 

kidmonkey94

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Economy:

1 adamantite = 100 gold

1 gold = 100 silver.

1 silver = 100 Copper.

Copper, silver, gold, and adamantite are all ores that are capable of storing and conducting magic when pure. This is how you can see whether or not the authenticity is messed with. Pure copper, silver, gold, and adamantite coins will contain a bit of mana.

These coins also drop in dungeons occasionally.
This seems like an early monitary system. So heres an idea for you, perhaps at some point an Emporer/King class comes about and they have a skill that lets them turn raw resources into proper currency reconized by the people/merchants or whatever system you plan on using. After said characters death Mints are created to attempt to replicate said currency.

As for products, never forgets Herbs and Spices, and most importantly Trade.
 

ConansWitchBaby

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If going for realism: How much does an average house cost?

If going for mmo: How much does player housing cost compared to data on above average grinding in a month.
 

Corty

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Feed it to chatgpt and ask him to bork it and come up with how players would abuse the system so you can get ready for salty comments.
 

John_Owl

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I already broke it down over on this thread: https://forum.scribblehub.com/threa...-hole-in-my-world-building.21112/#post-481106

Here's the quote:

And this is why I keep it simple. multiples of 100 for me, and I use the standard (maybe boring by this point) silver/gold, with a low quality metal as the first step (usually copper or bronze, but I've also used Iron, because the empire was known for iron and had a major surplus).

Further, I really only go in depth on wages and costs when relevant, otherwise I use vague terms. things like "He paid", rather than "He had 15 copper, check the prices of the inn and saw a room was 10. that would leave him 5. 'man, I really need new gear, but I also don't want to camp for the night...' he mumbled to himself."

that said, it does LOOK balanced but feel a little off. I'd say try and find real world examples and convert prices to your currency, then see how wages stack up against it using something that is cheap for a single one and isn't questionable (cheese is a bad baseline, apples are a good baseline). How much would an apple cost in your world? how much do they cost for you IRL? That would translate to what value? Now that you have a baseline, go from there. What is your empire's economy built on - i.e. farming, mining, military, etc. How does the EMPIRE make it's money. Because the economy tends to dribble down from the top. If the EMPIRE makes it's money mining, metals would be cheaper. If they import fruits, apples would be more expensive.

adjust as such, and it should at least be a fair approximation. I may not be able to build a language, but I can sure as hell build an economy.

In short, Consider what the kingdom provides, both to the world and to its citizens. The most important factor when creating an economy from scratch is "WHAT DO I MAKE".

A kingdom that mines war metals will likely be rich in military might, need to import a fair percentage of it's food (usually around 25-35%), but will have a surplus of war metals (iron, steel, etc). Meaning such metals will be cheaper, jobs that produce it will be seen as "honorable" (serving the kingdom outside military service). meanwhile food will be more expensive, and jobs that produce it will be pay well.

Conversely, a kingdom that produces food will be on the complete opposite end of the spectrum. A kingdom that produces nothing will be poor all around - They may have a formidable military, which could explain how they've remained sovereign, but they won't have a booming, thriving populace, while military service will be seen as the "honorable" job.
 

Anonjohn20

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Economy:

1 adamantite = 100 gold

1 gold = 100 silver.

1 silver = 100 Copper.
Its funny watching people try to make their coins' values so tidy. We've been spoiled by the metric system and by modern currencies. Look at the mess people had to deal with back then.
currency.png
 

RepresentingWrath

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Its funny watching people try to make their coins' values so tidy. We've been spoiled by the metric system and by modern currencies. Look at the mess people had to deal with back then.
View attachment 33981
Why spend time thinking of a good plot and characters when you can spend your time thinking of... THE WORLDBUILDING.
 

Anonjohn20

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Continued: Back then theyd do weird things like 3 tiny coins for 1 small coin, 12 small coins for a medium coin, 4 medium coins for a large coin, and 2 large coins for their extra large. I'm not explaining it well, but currency was usually a mess so that ordinary villages could be harassed by tax collectors.
 

CharlesEBrown

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Its funny watching people try to make their coins' values so tidy. We've been spoiled by the metric system and by modern currencies. Look at the mess people had to deal with back then.
View attachment 33981
And you had things like the Spanish Dubloon that was designed to be broken into eight pieces if change was needed.

One of my favorite moments of economics creeping into a novel was in the Conrad Stargaard books by Leo Frantkowski - Conrad tries to introduce a base ten monetary system to feudal Poland, and meets resistance. When he calls several merchants in to discuss it, they all say basically the same thing: "While that system may be simple, it is not useful. You can only break ten into fives, twos, or ones. A base 12 system can be broken into 1, 2, 3 or 6 easily and 4 and 9 with little effort..." and he works with them to create a base twelve currency system.
 

Anonjohn20

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And you had things like the Spanish Dubloon that was designed to be broken into eight pieces if change was needed.

One of my favorite moments of economics creeping into a novel was in the Conrad Stargaard books by Leo Frantkowski - Conrad tries to introduce a base ten monetary system to feudal Poland, and meets resistance. When he calls several merchants in to discuss it, they all say basically the same thing: "While that system may be simple, it is not useful. You can only break ten into fives, twos, or ones. A base 12 system can be broken into 1, 2, 3 or 6 easily and 4 and 9 with little effort..." and he works with them to create a base twelve currency system.
We could only hope the people who made currencies in history were that logical. Unfortunately, they weren't.
 

CharlesEBrown

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We could only hope the people who made currencies in history were that logical. Unfortunately, they weren't.
Well, Conrad was a modern engineer who used the wrong door in the wrong pub and wound up trapped in feudal Poland, with only a few years to either get out or find a way to protect everyone from the Mongol hordes... so he needed a strong currency system as part of his scheme. Once the merchants saw how it could be useful, they came back with what they thought would be better. And, not being an economics guy, he let them run with it....
 
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