# 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.