diff --git a/docs/economy/ECONOMY-ROMAN-0001.md b/docs/economy/ECONOMY-ROMAN-0001.md new file mode 100644 index 0000000..a18cb8a --- /dev/null +++ b/docs/economy/ECONOMY-ROMAN-0001.md @@ -0,0 +1,384 @@ +# ECONOMY-ROMAN-0001 +## Roman Money, Spending Power, and Economic Scale +### Status: Canonical Economy Seed +### Layer: OTIVM (Roman Merchant) +### Purpose: Define how money is earned, accumulated, mobilized, and experienced in the Roman epoch; translate coin values into meaningful purchasing power +### Repository Path: docs/economy/ECONOMY-ROMAN-0001.md + +--- + +## 0. Design Intent + +Coins alone do not explain wealth. + +In Roman life, economic power came from a combination of: + +- coin in hand +- goods in storage +- debts owed to you +- people willing to help you +- rights you can enforce +- tools and animals you control +- reputation that opens doors +- information received before others +- land or productive assets + +This document prevents a false economy where all value is reduced to one wallet number. + +For OTIVM, money must mean **command over resources**. + +--- + +## 1. Three Forms of Money + +## 1.1 Coin Stock + +Immediate currency held physically. + +- asses +- sestertii +- denarii +- aurei + +Used for wages, purchases, tolls, lodging, food, and rapid deals. + +## 1.2 Purchasing Power + +What current holdings can actually buy **here and now**. + +Affected by: + +- local shortages +- season +- city congestion +- military demand +- rumors +- transport cost + +One denarius in Ostia during abundance is different from one denarius during panic. + +## 1.3 Credit Capacity + +What value can be mobilized beyond current coins. + +Affected by: + +- AVCTORITAS +- CLIENTELA +- collateral +- IVS_ACCESSVS +- prior reliability + +A respected man with little coin may command more than a stranger with a purse. + +--- + +## 2. Currency Ladder (Working Standard) + +Use as gameplay shorthand. + +| Unit | Relative Value | +|---|---| +| 1 aureus | 25 denarii | +| 1 denarius | 4 sestertii | +| 1 denarius | 16 asses | +| 1 sestertius | 4 asses | + +Recommended internal storage unit: **as** + +Display unit should scale automatically. + +--- + +## 3. How Money Is Created + +## 3.1 Lowest Labourer + +Creates money by selling time and strength. + +Examples: + +- porter +- dock hand +- hauler +- cleaner +- kiln worker +- seasonal field hand + +Income fragile. Missed work means missed food. + +## 3.2 Skilled Worker + +Creates money by transforming inputs into higher-value outputs. + +Examples: + +- smith +- carpenter +- wheelwright +- mason +- scribe + +Skill creates premium over raw labour. + +## 3.3 Shopkeeper / Retail Trader + +Creates money through margin and turnover. + +- buys low +- sells conveniently +- profits from location and repeat custom + +## 3.4 Merchant (MERCATOR) + +Creates money through: + +- regional price differences +- timing +- transport +- bulk purchasing +- information advantage +- risk selection + +This is the OTIVM core loop. + +## 3.5 Creditor / Investor + +Creates money through capital deployment. + +- FAENVS +- partnership shares +- debt purchase +- rebuild finance +- collateral capture + +Money earns without direct labour. + +## 3.6 Elite Asset Holder + +Creates money through ownership. + +- rents +- estates +- tax privileges +- patronage leverage +- monopolized access + +--- + +## 4. Everyday Spending Power + +Working bands only. Use ranges. + +| Item | Range | Unit | Confidence | +|---|---:|---|---| +| cheap bread / snack | 0.25–1 | as | Low | +| modest meal | 1–4 | asses | Low | +| bath entry | 0.25–1 | as | Low | +| cheap lodging | 1–4 | asses/night | Low | +| lamp oil small amount | 0.5–2 | asses | Low | +| sandals repair | 2–8 | asses | Low | + +Meaning: + +Small coin matters. + +--- + +## 5. Daily Income Bands + +| Role | Working Daily Income | +|---|---| +| unskilled labourer | 4–12 asses | +| porter in active port | 4–16 asses | +| artisan | 8–24 asses | +| trusted clerk | 12–32 asses | +| factor / agent | variable + commission | + +Volatility matters as much as rate. + +--- + +## 6. Merchant Scale Bands + +| Liquid Capital | Meaning | +|---|---| +| under 1 denarius | survival stress | +| 1–5 denarii | petty trading possible | +| 5–20 denarii | small speculation | +| 20–100 denarii | credible merchant action | +| 100–500 denarii | multi-venture operator | +| 500–2,000 denarii | financier-merchant | +| 2,000+ denarii | city-shaping actor | + +Gameplay bands, not census classes. + +--- + +## 7. Why Some Men Are Richer Than Their Purse + +## Reputation Wealth + +High AVCTORITAS grants: + +- trust +- deferred payment +- introductions +- better contract terms + +## Network Wealth + +Strong CLIENTELA grants: + +- early information +- labour on request +- witness access +- temporary liquidity + +## Asset Wealth + +Low coin but owns: + +- cart +- mule +- tools +- storage rights +- workshop share +- inventory + +## Household Wealth + +Multiple disciplined earners can outperform a careless rich man. + +--- + +## 8. Why Some Men Are Poorer Than Their Purse + +Coin leaks through: + +- debt +- rent +- dependents +- status display +- bribes / fees +- losses in transit +- idle inventory +- bad habits + +A Noble Younger Son with 50 denarii may be weaker than a Freedman Trader with 15. + +--- + +## 9. Scenario Meaning of Money + +## Bronze Forge Fire + +10 denarii of tools may matter more than 100 denarii of furniture. + +## Timber Yard Fire + +Cheap planks missing can raise many prices. + +## FAENVS Offer + +50 denarii lent well may outperform 50 denarii traded badly. + +--- + +## 10. Dynamic Pricing Rule + +Avoid static prices. + +Use: + +```text +price = base_price × city_modifier × season_modifier × scenario_modifier × urgency_modifier +``` + +Examples: + +- fire raises tools +- dock congestion raises porter wages +- shortage raises grain +- panic lowers distressed asset prices + +--- + +## 11. Recommended Parameters + +| Token | Meaning | +|---|---| +| coin_stock | coin held | +| liquiditas | deployable value | +| purchasing_power_index | local buying strength | +| credit_capacity | borrowable / commandable value | +| burn_rate_daily | unavoidable expenses | +| venture_threshold | minimum viable capital | +| status_cost_index | cost of appearances | +| household_support_load | dependents burden | +| idle_inventory_drag | trapped capital | + +--- + +## 12. Player Experience Rule + +Early game: + +every as matters. + +Mid game: + +every denarius matters. + +Late game: + +reputation and access matter more than coins alone. + +The economy should mature with the actor. + +--- + +## 13. Confidence Notes + +Roman prices vary by: + +- century +- region +- legal status +- source quality +- war conditions +- harvest conditions + +Use ranges and uncertainty tags. + +Never imply modern payroll precision. + +--- + +## 14. Repository Use + +Internal simulation substrate. Not player-facing text. + +Use to support: + +- starting funds +- wages +- venture balancing +- city modifiers +- scenario rewards +- lending scale +- actor asymmetry + +--- + +## 15. Canonical Success Condition + +If the participant stops asking: + +“How many coins do I have?” + +and starts asking: + +“What can these coins command here, today, through me?” + +then this document is functioning correctly.