initial upload

This commit is contained in:
2026-04-28 12:20:22 -04:00
parent b00fe3a446
commit 94e162bb94

View File

@@ -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 | 0.251 | as | Low |
| modest meal | 14 | asses | Low |
| bath entry | 0.251 | as | Low |
| cheap lodging | 14 | asses/night | Low |
| lamp oil small amount | 0.52 | asses | Low |
| sandals repair | 28 | asses | Low |
Meaning:
Small coin matters.
---
## 5. Daily Income Bands
| Role | Working Daily Income |
|---|---|
| unskilled labourer | 412 asses |
| porter in active port | 416 asses |
| artisan | 824 asses |
| trusted clerk | 1232 asses |
| factor / agent | variable + commission |
Volatility matters as much as rate.
---
## 6. Merchant Scale Bands
| Liquid Capital | Meaning |
|---|---|
| under 1 denarius | survival stress |
| 15 denarii | petty trading possible |
| 520 denarii | small speculation |
| 20100 denarii | credible merchant action |
| 100500 denarii | multi-venture operator |
| 5002,000 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.