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?
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?
Why is it a LitRPG, though?