Production-Earnings

Monthly Growth

  • Towns: +/- 3d20 +/- special events
  • Villages: +/- 1d10 +/- special events

Monthly Production by Person

  • Hunting: 10 + D20Survival Food (people / month – meat) and 15 furs
  • General Crafting: 10 medium items OR 3 large items
  • Armour Crafting:
    • Light: 5 items OR 3 chain shirts
    • Medium: 5 armoured coat, hide or breastplate OR 2 scale mail, chainmail
    • Heavy: 2 splint mail, banded mail. Half-plate OR 1 field plate, full plate
    • Shield: 20 buckler, light wooden OR 15 heavy wooden, light steel OR 10 heavy steel OR 5 tower

Yearly Production by Land

  • See Medieval Farming Agriculture.pdf

Fields & Crofts

  • Each farmer rents/owns a virgate (30 acres) or a croft (20 acres).
    • Indentured farmers pay 1gp/acre/year (in Marpenoth) and 20% of their gross product to their direct liege.
    • Itinerant farmers pay 1gp/acre/year (in Marpenoth) to their direct liege.
    • Landed farmers pay 20% of their gross product to their direct liege.
    • Landowners pay neither a rent nor a percentage of their gross product.
  • Each virgate is split into 3 fields (spring field 10 acres/autumn field 10 acres/fallow field 10 acres) and field switches happen in Marpenoth (Autumn —> Spring —> Fallow).

Crops

Crop Seed to Plant Food / Bushel Use
Wheat 1 bu/acre 0.08 man/month Food
Rye 2 bu/acre 0.06 man/month Food
Barley 2 bu/acre 0.12 animal/month Beer, Pigs, Edible
Oats 3 bu/acre 0.18 animal/month Horses, Pigs, Edible
Hay 0.1 animal/month Horses, Sheep
Straw 0.06 animal/month Horses, Sheep, Beds
Garden Crops (Vegetables) 3 bu/croft 0.05 man/month Food, Pigs

Beer & Wine

Brewing Roll Gallons/Bushel Quality
21+ 30 Exceptional
20 30 Very Good
18-19 25 Good
13-17 20 Satisfactory
11-12 15 Satisfactory
9-10 10 Drinkable
4-9 5 Drinkable
1-3 0 -

Yield

Roll 1d10 each harvest and for each harvest add the result of the previous two harvests to determine fodder (hay & straw) and the modifier for the current harvest.

Harvest Fodder (bu/acre) Season Modifier (SM)
3-6 12 -5
7-10 16 -3
11-14 18 -1
15-18 20 0
19-22 21 +1
23-26 22 +3
27-30 24 +5

Once you have the modifier for the current harvest you can determine the actual yields for each crop by making a Farming roll and adding the seasonal modifier.

Roll + SM Description Wheat Rye Barley Oats Garden Orchard
1- Disastrous 2 2 2 5 0 0
2-3 Terrible 4 4 4 6 0 1
4-5 Awful 5 6 6 7 0 1
6-7 Very Poor 6 8 8 8 2 2
8 Poor 7 10 10 9 4 2
9-10 Below Avg 8 12 12 10 6 3
11-14 Average 8 14 14 11 8 3
15 Above Avg 9 15 15 11 9 3
16 Good 10 16 16 12 10 4
17 Very Good 12 17 17 12 12 4
18 Fine 14 18 18 13 14 4
19 Excellent 16 19 19 13 16 5
20+ Bountiful 18 20 20 14 20 5

Planting

  • Ches (3): Plant Spring Field & Gardens
  • Marpenoth (10): Plant Autumn Field

Harvest

  • Kythorn (6): Harvest Autumn Field
  • Eleasis (8): Harvest Spring Field & Gardens

Surplus

  • Flamerule (7): Autumn Surplus
  • Eleint (9): Spring Surplus
  • Marpenoth (10): Wine
  • All Months: Beer – depending on Barley surplus

Employee Pay

  • Level 1
    • Adept, Commoner: 5sp/day OR 2sp/day + full room/board
    • Aristocrat, Expert, Warrior: 1gp/day OR 3sp/day + full room/board
    • PC Class: 1gp/day OR 3sp/day + full room/board
  • Level 2
    • Adept, Commoner: 1gp/day OR 3sp/day + full room/board
    • Aristocrat, Expert, Warrior: 1gp5sp/day OR 5sp/day + full room/board
    • PC Class: 1gp5sp/day OR 5sp/day + full room/board
  • Level 3
    • Adept, Commoner: 1gp5sp/day OR 5sp/day + full room/board
    • Aristocrat, Expert, Warrior: 2gp/day OR 8sp/day + full room/board
    • PC Class: 2gp/day OR 8sp/day + full room/board
  • Level 4
    • Adept, Commoner: 2gp/day OR 8sp/day + full room/board
    • Aristocrat, Expert, Warrior: 2gp5sp/day OR 1gp/day + full room/board
    • PC Class: 2gp5sp/day
  • Level 5
    • Adept, Commoner: 2gp5sp/day OR 1gp/day + full room/board
    • Aristocrat, Expert, Warrior: 3gp/day OR 1gp3sp/day + full room/board
    • PC Class: 3gp/day
  • Level 6
    • Adept, Commoner: 3gp/day OR 1gp3sp/day + full room/board
    • Aristocrat, Expert, Warrior: 3gp5sp/day OR 1gp5sp/day + full room/board
    • PC Class: 3gp5sp/day
  • Level 7
    • Adept, Commoner: 3gp5sp/day OR 1gp5sp/day + full room/board
    • Aristocrat, Expert, Warrior: 4gp/day OR 1gp7sp/day + full room/board
    • PC Class: 4gp/day
  • Level 8
    • Adept, Commoner: 4gp/day OR 1gp7sp/day + full room/board
    • Aristocrat, Expert, Warrior: 4gp5sp/day OR 2gp/day + full room/board
    • PC Class: 4gp5sp/day
  • Level 9
    • Adept, Commoner: 4gp5sp/day OR 2gp/day + full room/board
    • Aristocrat, Expert, Warrior: 5gp/day OR 2gp3sp/day + full room/board
    • PC Class: 5gp/day
  • Level 10
    • Adept, Commoner: 5gp/day OR 2gp3sp/day + full room/board
    • Aristocrat, Expert, Warrior: 5gp5sp/day
    • PC Class: 5gp5sp/day
  • Level 11
    • Adept, Commoner: 5gp5sp/day OR 2gp5sp/day + full room/board
    • Aristocrat, Expert, Warrior: 6gp/day
    • PC Class: 6gp/day
  • Level 12
    • Adept, Commoner: 6gp/day
    • Aristocrat, Expert, Warrior: 6gp5sp/day
    • PC Class: 6gp5sp/day
  • Level 13
    • Adept, Commoner: 6gp5sp/day
    • Aristocrat, Expert, Warrior: 7gp/day
    • PC Class: 7gp/day
  • Level 14
    • Adept, Commoner: 7gp/day
    • Aristocrat, Expert, Warrior: 7gp5sp/day
    • PC Class: 7gp5sp/day
  • Level 15
    • Adept, Commoner: 7gp5sp/day
    • Aristocrat, Expert, Warrior: 8gp/day
    • PC Class: 8gp/day
  • Level 16
    • Adept, Commoner: 8gp/day
    • Aristocrat, Expert, Warrior: 8gp5sp/day
    • PC Class: 8gp5sp/day
  • Level 17
    • Adept, Commoner: 8gp5sp/day
    • Aristocrat, Expert, Warrior: 9gp/day
    • PC Class: 9gp/day
  • Level 18
    • Adept, Commoner: 9gp/day
    • Aristocrat, Expert, Warrior: 9gp5sp/day
    • PC Class: 9gp5sp/day
  • Level 19
    • Adept, Commoner: 9gp5sp/day
    • Aristocrat, Expert, Warrior: 10gp/day
  • Level 20
    • Adept, Commoner: 10gp/day
    • Aristocrat, Expert, Warrior: 10gp5sp/day

Costs & Earnings by Business

Monthly Costs

  • A business’ monthly costs are in the purchasing of new equipment or goods, the maintenance of existing equipment, the feeding and care of animals, and the pay of employees.
  • The monthly maintenance costs of a building is 1% of its total cost.
  • The monthly maintenance cost of equipment is 5% of the equipment’s cost.
  • Each business also has operating costs, which is dependent on the type of the business. Businesses which are entirely dependent on purchased resources spend a set amount, based on the profitability of the business, per staff, per day. See profitability below for the full values. Businesses which are partially dependent on purchased resources spend half as much, and businesses which are not dependent on purchased resources have no operating costs.

Monthly Earnings

  • A business’ monthly earnings are determined by the ability of the business’ manager, the prosperity of the area in which the business operates, and the profitability of the services rendered or goods produced.
Size
  • The size of a business plays a large roll in its profitability – but also in its risk (as costs always stay the same, but the chance for increased profits goes up).
Size Profitability Change
Tiny -1
Small None
Medium +1
Large +2
Huge +3
Profitability
  • The profitability of a business determines how much that business is likely to make from the sale of its goods or the use of its services. For a business to be profitable it has to serve enough population to support its existence. Each additional business of the same type requires slightly less population to support another of the same business (in brackets in the table below).
  • A business is only applicable to 5x its minimum population.
  • There are several categories of profitability:
Profitability Operating Costs Min. Pop. Max. Pop. Valuation
Poor 1sp 75 (+50) 375 5% of pop.
Below Average 5sp 100 (+75) 500 7.5% of pop.
Average 1gp 200 (+150) 1,000 10% of pop.
Above Average 3gp 300 (+250) 1,500 12.5% of pop.
Good 5gp 500 (+425) 2,500 15% of pop.
Exceptional 10gp 1,000 (+850) 5,000 20% of pop.
  • Businesses fall into a profitability category depending on their final products or the quality of the services rendered. Most businesses fall into the categories as shown below, but certain businesses may become more or less profitable (for example, you may consciously decide to make a “high class” Inn which would move it up 1 or 2 categories).
    • Poor
      • Labour, Logging, Skinning, Stone, Tanning, Tar, Transport
    • Below Average
      • Inn, Farrier, Fishing, Leatherworking, Lumber, Potter, Ropemaker, Tavern, Weaving
    • Average
      • Blacksmithing, Cattle Ranch, Whoring
    • Above Average
      • Clothing, Furniture, Horse Ranch, Leather Goods
    • Good
      • Armoursmithing, Carpet, Weaponsmithing
    • Exceptional
      • Jewelcrafting, Moneylending, Shipbuilding
Prosperity
  • Each business operates in a specific place – most are local. Some businesses, however, are not local and their prosperity must be determined by where they operate – Regionally or Kingdom wide.
  • There are several categories of prosperity:
Prosperity Roll Modifier
Depressed -5
Poor -3
Below Average -1
Average 0
Above Average +1
Good +3
Rich +5
  • Local Prosperity – Affects all businesses in a local area.
  • Regional Prosperity – Affects all businesses that operate inside the region, but is superceded by local prosperity.
  • Kingdom Prosperity – Affects all businesses that operate inside the kingdom, but is superceded by local or regional prosperity.
Business Manager
  • The ability of the business’ manager plays a large role in the effectiveness of the business. For every 3 ranks in a relevant skill the business manager adds 1 to his roll.
  • Every month roll on the table below to determine the success of the business for that month.
Roll Montly Earnings Multiplier
3- Disastrous 0
4-5 Terrible 1
6-8 Poor 2
9-15 Average 3
16-17 Good 4
18-19 Excellent 5
20+ Magnificent 6

Monthly Earnings

  • The monthly earnings for a business are then decided by rolling on the monthly earnings table, adding the business manager’s ability and adding/subtracting the overall prosperity for the area. This roll determines the multiplier (see the table above).
  • Each business is different as to how many people it serves. The profitability of the business determines what percentage of the total population influences gross earnings. To figure out the average gross earnings for a business take the total population for an area and multiply it by the population percentage the business can serve. The maximum value is given on the profitability table above.
  • The final calculation is then:
Earnings Calculating
Population Served x Multiplier = Monthly Earnings

Cost Examples

Tiny Inn (Poor) Costs

  • Building Cost: 7,500gp
  • Monthly Building Maintenance: 75gp
  • Staff: 2
  • Operating Costs: 2 × 1sp x 30 days = 6gp
  • Monthly Staff Pay: 60gp
  • Total: 141gp/month

Medium Inn (Average) Costs

  • Building Cost: 15,000gp
  • Monthly Building Maintenance: 150gp
  • Staff: 5
  • Operating Costs: 5 × 1gp x 30 days = 150gp
  • Monthly Staff Pay: 150gp
  • Total: 450gp/month

Huge Inn (Good) Costs

  • Building Cost: 35,000gp
  • Monthly Building Maintenance: 350gp
  • Staff: 15
  • Operating Costs: 15 × 5gp x 30 days = 2,250gp
  • Monthly Staff Pay: 450gp
  • Total: 3,050gp/month

Earnings Examples

Port Kir (pop. 1500, prosperity = depressed/-5)

Example #1 – Tiny Inn (Poor) /w +6 Manager

  • 5% of population
  • Roll #1 – 5
    • 5 + 2 – 5 = 2 = 0x multiplier
    • Total = 0 × 0.05 × 1500 = 0gp
  • Roll #2 – 10
    • 10 + 2 – 5 = 7 = 2x multiplier
    • Total = 2 × 0.05 × 1500 = 150gp
  • Roll #3 – 15
    • 15 + 2 – 5 = 12 = 3x multiplier
    • Total = 3 × 0.05 × 1500 = 225gp
  • Roll #4 – 20
    • 20 + 2 – 5 = 17 = 4x multiplier
    • Total = 4 × 0.05 × 1500 = 300gp

Example #2 – Medium Inn (Average) /w +6 Manager

  • 10% of population
  • Roll #1 – 5
    • 5 + 2 – 5 = 2 = 0x multiplier
    • Total = 0 × 0.10 × 1500 = 0gp
  • Roll #2 – 10
    • 10 + 2 – 5 = 7 = 2x multiplier
    • Total = 2 × 0.10 × 1500 = 300gp
  • Roll #3 – 15
    • 15 + 2 – 5 = 12 = 3x multiplier
    • Total = 3 × 0.10 × 1500 = 450gp
  • Roll #4 – 20
    • 20 + 2 – 5 = 17 = 4x multiplier
    • Total = 4 × 0.10 × 1500 = 600gp

Example #3 – Huge Inn (Good) /w +6 Manager

  • 15% of population
  • Roll #1 – 5
    • 5 + 2 – 5 = 2 = 0x multiplier
    • Total = 0 × 0.15 × 1500 = 0gp
  • Roll #2 – 10
    • 10 + 2 – 5 = 7 = 2x multiplier
    • Total = 2 × 0.15 × 1500 = 450gp
  • Roll #3 – 15
    • 15 + 2 – 5 = 12 = 3x multiplier
    • Total = 3 × 0.15 × 1500 = 675gp
  • Roll #4 – 20
    • 20 + 2 – 5 = 17 = 4x multiplier
    • Total = 4 × 0.15 × 1500 = 900gp

Trademeet (pop. 8,000, prosperity = rich/+5)

Example #1 – Tiny Inn (Poor) /w +6 Manager

  • 5% of population (max of 375)
  • Roll #1 – 5
    • 5 + 2 + 5 = 12 = 3x multiplier
    • Total = 3 × 375 = 1,125gp
  • Roll #2 – 10
    • 10 + 2 + 5 = 17 = 4x multiplier
    • Total = 4 × 375 = 1,500gp
  • Roll #3 – 15
    • 15 + 2 + 5 = 22 = 6x multiplier
    • Total = 6 × 375 = 3,750gp
  • Roll #4 – 20
    • 20 + 2 + 5 = 27 = 6x multiplier
    • Total = 6 × 375 = 3,750gp

Example #2 – Medium Inn (Average) /w +6 Manager

  • 10% of population
  • Roll #1 – 5
    • 5 + 2 + 5 = 12 = 3x multiplier
    • Total = 3 × 0.1 × 8000 = 2,400gp
  • Roll #2 – 10
    • 10 + 2 + 5 = 17 = 4x multiplier
    • Total = 4 × 0.1 × 8000 = 3,200gp
  • Roll #3 – 15
    • 15 + 2 + 5 = 22 = 6x multiplier
    • Total = 6 × 0.1 × 8000 = 4,800gp
  • Roll #4 – 20
    • 20 + 2 + 5 = 27 = 6x multiplier
    • Total = 6 × 0.1 × 8000 = 4,800gp

Example #3 – Huge Inn (Good) /w +6 Manager

  • 15% of population
  • Roll #1 – 5
    • 5 + 2 + 5 = 12 = 3x multiplier
    • Total = 3 × 0.15 × 8000 = 3,600gp
  • Roll #2 – 10
    • 10 + 2 + 5 = 17 = 4x multiplier
    • Total = 4 × 0.15 × 8000 = 4,800gp
  • Roll #3 – 15
    • 15 + 2 + 5 = 22 = 6x multiplier
    • Total = 6 × 0.15 × 8000 = 7,200gp
  • Roll #4 – 20
    • 20 + 2 + 5 = 27 = 6x multiplier
    • Total = 6 × 0.15 × 8000 = 7,200gp

Zazesspur (pop. 25,000, prosperity = average/0)

Example #1 – Tiny Inn (Poor) /w +6 Manager

  • 5% of population (max of 375)
  • Roll #1 – 5
    • 5 + 2 = 7 = 2x multiplier
    • Total = 2 × 375 = 750gp
  • Roll #2 – 10
    • 10 + 2 = 12 = 3x multiplier
    • Total = 3 × 375 = 1,125gp
  • Roll #3 – 15
    • 15 + 2 = 17 = 4x multiplier
    • Total = 4 × 375 = 1,500gp
  • Roll #4 – 20
    • 20 + 2 = 22 = 6x multiplier
    • Total = 6 × 375 = 2,250gp

Example #2 – Medium Inn (Average) /w +6 Manager

  • 10% of population (max of 1,000)
  • Roll #1 – 5
    • 5 + 2 = 7 = 2x multiplier
    • Total = 2 × 1000 = 2,000gp
  • Roll #2 – 10
    • 10 + 2 = 12 = 3x multiplier
    • Total = 3 × 1000 = 3,000gp
  • Roll #3 – 15
    • 15 + 2 = 17 = 4x multiplier
    • Total = 4 × 1000 = 4,000gp
  • Roll #4 – 20
    • 20 + 2 = 22 = 6x multiplier
    • Total = 6 × 1000 = 6,000gp

Example #3 – Huge Inn (Good) /w +6 Manager

  • 15% of population (max of 2,500)
  • Roll #1 – 5
    • 5 + 2 = 7 = 2x multiplier
    • Total = 2 × 2500 = 5,000gp
  • Roll #2 – 10
    • 10 + 2 = 12 = 3x multiplier
    • Total = 3 × 2500 = 7,500gp
  • Roll #3 – 15
    • 15 + 2 = 17 = 4x multiplier
    • Total = 4 × 2500 = 10,000gp
  • Roll #4 – 20
    • 20 + 2 = 22 = 6x multiplier
    • Total = 6 × 2500 = 15,000gp

Production-Earnings

Vaelor / Thyl'ith / Lotharia Campaign Eliirion