Implied Setting: The Cost of Trade
May 26, 2019 14:47:48 GMT -6
waysoftheearth, delta, and 3 more like this
Post by rustic313 on May 26, 2019 14:47:48 GMT -6
The purpose of this post is to document a few observations on how the implied setting works with regard to trade and transportation between strongholds.
Alternatively: A Rousing Game of Papers & Paychecks, where you play the role of a medieval financier's guild insurance adjuster!
ASSUMPTIONS
ECONOMY: As a caveat up front, I use a silver standard; 1 SP in this post = 1 GP in the original RPG. If you don't like that, just read all "SP" as "GP." I may also refer to shillings and pounds; 60 SP = 20 shillings = 1 pound (L).
I have updated my price list using the medieval sourcebook and James Rogers "A History of Agriculture and Prices in England."
MAP: I assume each hex is two leagues across (about 6 miles).
ORIGINAL SOURCE DATA: Based on some research I had squirreled away, I had the following prices for actual 14th century transport costs in England.
Hired Cargo (per ton per 60 miles) on safe roads in good conditions 18
SP
Hired Cargo (per ton per 60 miles) on safe rivers or coast in good conditions 3
SP
Hired Cargo (per ton per 60 miles) across open ocean 15 SP
I believe the source was Rogers but I can't quote that for sure. So we'll just use that as a "check" on our math throughout.
PROBLEM #1: COST TO TRANSPORT CARGO WITHOUT DANGER
The first question is "how much does it cost to move stuff without taking into account hazards?"
The BLUF answer is: 5L per ton in fixed "one time" costs; 1L per ton to transport 1-3 days (~10 hexes on land).
To answer that, there are both fixed and variable costs.
For fixed costs, we have wagons and the team to pull them, or a ship. My estimate is that a wagon with four nags or ponies will transport a ton. The cost for this based on the medieval sourcebook and Rogers should be 35 SP for the Wagon and 50 SP per draft horse for a total of about 235 SP. We'll round it off to 4L. Using the Men and Magic price lists, a wagon is 200 SP and draft horses are 30 SP each, so the total would be 320 SP, or about 5.5L. Not far off. Let's just call it 5L per wagon.
We also have the costs that vary per day. We'll assume that our wagons travel in a caravan of about six. Let's further assume that each wagon needs a semi-skilled teamster (9 SP/week) and an unskilled helper (3 SP/week), and the entire caravan has a journeyman-type (15 SP/week) and a master (21 SP/week) to oversee it all. That brings our labor costs to 108 SP per week. We also need to account for room & board, which we'll estimate at 120 SP for the whole lot. Fodder for the animals we'll estimate as 50 SP/week. That means our expedition costs about 280 SP/week, or about 4.5L. There's always additional expenses, so let's round it to 5L.
Of course, we may also need security. A typical medieval formation would be a "lance." That means hiring a F3 (30 SP weekly), a mounted serjeant (20 SP/week), two crossbowmen (6 SP each) and 1d6 light foot (4 SP each), which is 74 SP. Their room and board would be another 50 SP or so, which brings security to about 2L. A single lance is not enough to deal with wilderness enounters (30-300 bandits, dragons, etc!) but it is sufficient to deter petty theft and perhaps entitle the expedition to a reaction roll.
The duration of the expedition is obviously variable depending on the distance traveled. But let's assume that a typical trip to load goods, transport them to a nearby stronghold 1-3 days distant, and then unload and sell them takes a week in total.
That means our cost to transport 6 tons of cargo is 24L up front for the six wagons and ponies, plus 7L per weekly trip for payroll and room & board. We can keep the math simple and just say that it costs about 1L to transport 1 ton of cargo 1-3 days distance. If we assume that a day's journey covers 5 hexes for mixed wagons & baggage, then a "typical" journey might be about 10 hexes, or 50 miles.
Now that we've got that figure, if we check against our numbers from Rogers, we see that "hired cargo, good roads, one ton, per 60 miles" is 18 SP. Which is about 1L. Close enough in my mind!
PROBLEM #2: HAZARDS AND RISKS
The next question is "what is the danger of losing the cargo en-route?"
The answer is, "There is a 1% chance of losing the cargo (and caravan) for each open hex traveled, and a 0.43% per hex of paying a hefty toll (100-600 SP). More difficult terrain is significantly more dangerous (Forest Path 2x, Forest 4x, Desert 4x, Mtn Path 6x, Mtns 9x, Swamps 12x). Instead of calculating chances to pay a fine, you can simply assume 2 SP per open hex must be paid in various tolls, extortion, etc (multiply by the hazard factors above for rough terrain).
This was a real problem in the middle ages. If you research the history of insurance you'll find rates from 1-15% on up to indemnify traders and investors from the risk of bandits, pirates, storms, etc. Luckily for us, we can play a round of "Papers and Paychecks" and be Fantasy Insurance Adjusters to evaluate the hazards.
We will begin by calculating the risk for travelling across an open hex, then go from there.
The total risk can be expressed as follows:
P (Encounter) * P (Threat) * P (Did not Surprise) * P (Fail to Evade) * P (Reaction)
P (Encounter)
The first variable is, "Does an encounter occur?" Our party can traverse five open hexes per day. On each day of travel there is a 1/6 chance of having an encounter on an open hex. So the chance of an encounter on any given open hex is 1/30.
P (Threat)
Not all encounters are hazardous. Some, such as those with normal animals, may be unremarkable. Others may even be friendly (gold dragons, werebears, etc) unless the caravan is carrying illicit chaotic contraband. Looking at the U&WA tables, I'm comfortable saying that about 1/4 encounters are neutral to friendly, and 3/4 are potential threats.
Therefore the chance of an encounter with a potential threat on any given hex becomes 3/120, or 1/40.
P (Did Not Surprise)
If the caravan achieves surprise then they theoretically can avoid an encounter. This seems unlikely at first for wagons to surprise anyone, but consider that perhaps the armed guards are scouting ahead at least part of the time. We can say that 1/6 of the time, the caravan achieves surpise. Thus 5/6 of the time the caravan fails to gain surprise.
Therefore the chance of an encounter with a potential threat without surprise becomes 5/240.
If there is no surprise for the caravan, there are two additional options: one is that the caravan itself is ambushed, the second is that no surpise exists. Thus:
- Caravan Ambushed by Potential Threat: 2/240
- Caravan Encounters Potential Threat: 3/240
P (Did not Evade)
So long as the caravan is not ambushed there is a chance to evade. This is about 1/3, depending on the numbers involved. That means the caravan fails to evade 2/3.
- Caravan Encounters Potential Threat and Fails to Evade: 6/720 = 1 / 120
P (Reaction)
Finally, there is a chance for a reaction roll to negate an encounter. I think it is fair to say that a "negative" reaction roll leads to the caravan being attacked, a "neutral" roll indicates a toll is extorted, and a positive roll indicates the caravan is unmolested. Looking at the 2d6 curve, about half of results are neutral and the other half are split between negative and positive results.
- Caravan Encounters Potential Threat, Fails to Evade, and is Attacked: 1/
480
- Caravan Encounters Potential Threat, Fails to Evade, and is Extorted for a Toll: 2/
480
- Caravan Encounters Potential Threat, Fails to Evade, and Gets Positive Reaction: 1/
480
SUMMARY OF RESULTS (OPEN HEXES):
- Caravan Encounters Threat and is Ambushed: 4/480 = 0.83%
- Caravan Encounters Threat and is Attacked: 1/480 = 0.21%
- Caravan is Extorted for Toll: 2/480 = 0.42%
- Caravan has Positive Reaction: 1/480 = 0.21%
To summarize, for any given "open" hex there is a 1.67% chance of an encounter occurring which is not avoided. If one of these encounters occurs, there is a 4/8 chance that the caravan is ambushed (probably a total loss of cargo), a 1/8 chance it is attacked (probably a total loss of cargo), a 2/8 chance that a toll is extorted, and a 1/8 chance that the baneful encounter is avoided.
Other types of terrain are more hazardous because (1) they are slower to traverse, (2) the odds of encounters are higher and (3) the encounters are often nastier.
We can get a rough idea of these odds by multiplying our base chance for a lethal encounter (1%) by (1) the move factor of the hex and (2) the chance of an encounter on that hex. For example, forest has a move factor of two, and encounters occur twice as often. Thus the forest hex is four times as dangerous (2x2) as an open hex. Thus on a forest hex the chance of an encounter becomes about 4%.
OPEN: 1%
FOREST (PATH): 2%
FOREST: 4%
MT PASS: ~6%
MT: 9%
SWAMP: 12%
Finally, we need to find a way to incorporate the "neutral" encounters where some sort of fine is extorted. We can do that by generating percentages for such an encounter (they're about 2/5 the %s above), or we can simply average out the chance of being extorted across each hex to generate a fixed cost. The average fixed cost to traverse each hex type would be 350 SP (an average "toll") times the chance of a "neutral" encounter.
OPEN: 1.5 SP
FOREST (PATH): 3 SP
FOREST: 6 SP
MT PASS: 9 SP
MT: 13.5 SP
SWAMP: 18 SP
To simplify that, you could just say that the average fixed cost to traverse these hexes costs double the % chance of a lethal encounter (2 SP per open hex).
So there is your insurance adjuster numbers!
CONCLUSIONS
Trade in the base game in roughly the same price as it was historically (1L per ton per ~20 leagues -- or 1 SP per ton per league). The risk of travelling on open hexes is small but non-trivial. As one moves into rougher terrain, the risk becomes extremely high. Traversing mountains and swamps in particular is very dangerous. Longer routes are also quite dangerous. As a general rule of thumb, no trade routes should traverse more than one or two mountains or swamps without a huge risk premium attached. The stronghold in the middle of swamps on the outdoor survival map is quite isolated!
Alternatively: A Rousing Game of Papers & Paychecks, where you play the role of a medieval financier's guild insurance adjuster!
ASSUMPTIONS
ECONOMY: As a caveat up front, I use a silver standard; 1 SP in this post = 1 GP in the original RPG. If you don't like that, just read all "SP" as "GP." I may also refer to shillings and pounds; 60 SP = 20 shillings = 1 pound (L).
I have updated my price list using the medieval sourcebook and James Rogers "A History of Agriculture and Prices in England."
MAP: I assume each hex is two leagues across (about 6 miles).
ORIGINAL SOURCE DATA: Based on some research I had squirreled away, I had the following prices for actual 14th century transport costs in England.
Hired Cargo (per ton per 60 miles) on safe roads in good conditions 18
SP
Hired Cargo (per ton per 60 miles) on safe rivers or coast in good conditions 3
SP
Hired Cargo (per ton per 60 miles) across open ocean 15 SP
I believe the source was Rogers but I can't quote that for sure. So we'll just use that as a "check" on our math throughout.
PROBLEM #1: COST TO TRANSPORT CARGO WITHOUT DANGER
The first question is "how much does it cost to move stuff without taking into account hazards?"
The BLUF answer is: 5L per ton in fixed "one time" costs; 1L per ton to transport 1-3 days (~10 hexes on land).
To answer that, there are both fixed and variable costs.
For fixed costs, we have wagons and the team to pull them, or a ship. My estimate is that a wagon with four nags or ponies will transport a ton. The cost for this based on the medieval sourcebook and Rogers should be 35 SP for the Wagon and 50 SP per draft horse for a total of about 235 SP. We'll round it off to 4L. Using the Men and Magic price lists, a wagon is 200 SP and draft horses are 30 SP each, so the total would be 320 SP, or about 5.5L. Not far off. Let's just call it 5L per wagon.
We also have the costs that vary per day. We'll assume that our wagons travel in a caravan of about six. Let's further assume that each wagon needs a semi-skilled teamster (9 SP/week) and an unskilled helper (3 SP/week), and the entire caravan has a journeyman-type (15 SP/week) and a master (21 SP/week) to oversee it all. That brings our labor costs to 108 SP per week. We also need to account for room & board, which we'll estimate at 120 SP for the whole lot. Fodder for the animals we'll estimate as 50 SP/week. That means our expedition costs about 280 SP/week, or about 4.5L. There's always additional expenses, so let's round it to 5L.
Of course, we may also need security. A typical medieval formation would be a "lance." That means hiring a F3 (30 SP weekly), a mounted serjeant (20 SP/week), two crossbowmen (6 SP each) and 1d6 light foot (4 SP each), which is 74 SP. Their room and board would be another 50 SP or so, which brings security to about 2L. A single lance is not enough to deal with wilderness enounters (30-300 bandits, dragons, etc!) but it is sufficient to deter petty theft and perhaps entitle the expedition to a reaction roll.
The duration of the expedition is obviously variable depending on the distance traveled. But let's assume that a typical trip to load goods, transport them to a nearby stronghold 1-3 days distant, and then unload and sell them takes a week in total.
That means our cost to transport 6 tons of cargo is 24L up front for the six wagons and ponies, plus 7L per weekly trip for payroll and room & board. We can keep the math simple and just say that it costs about 1L to transport 1 ton of cargo 1-3 days distance. If we assume that a day's journey covers 5 hexes for mixed wagons & baggage, then a "typical" journey might be about 10 hexes, or 50 miles.
Now that we've got that figure, if we check against our numbers from Rogers, we see that "hired cargo, good roads, one ton, per 60 miles" is 18 SP. Which is about 1L. Close enough in my mind!
PROBLEM #2: HAZARDS AND RISKS
The next question is "what is the danger of losing the cargo en-route?"
The answer is, "There is a 1% chance of losing the cargo (and caravan) for each open hex traveled, and a 0.43% per hex of paying a hefty toll (100-600 SP). More difficult terrain is significantly more dangerous (Forest Path 2x, Forest 4x, Desert 4x, Mtn Path 6x, Mtns 9x, Swamps 12x). Instead of calculating chances to pay a fine, you can simply assume 2 SP per open hex must be paid in various tolls, extortion, etc (multiply by the hazard factors above for rough terrain).
This was a real problem in the middle ages. If you research the history of insurance you'll find rates from 1-15% on up to indemnify traders and investors from the risk of bandits, pirates, storms, etc. Luckily for us, we can play a round of "Papers and Paychecks" and be Fantasy Insurance Adjusters to evaluate the hazards.
We will begin by calculating the risk for travelling across an open hex, then go from there.
The total risk can be expressed as follows:
P (Encounter) * P (Threat) * P (Did not Surprise) * P (Fail to Evade) * P (Reaction)
P (Encounter)
The first variable is, "Does an encounter occur?" Our party can traverse five open hexes per day. On each day of travel there is a 1/6 chance of having an encounter on an open hex. So the chance of an encounter on any given open hex is 1/30.
P (Threat)
Not all encounters are hazardous. Some, such as those with normal animals, may be unremarkable. Others may even be friendly (gold dragons, werebears, etc) unless the caravan is carrying illicit chaotic contraband. Looking at the U&WA tables, I'm comfortable saying that about 1/4 encounters are neutral to friendly, and 3/4 are potential threats.
Therefore the chance of an encounter with a potential threat on any given hex becomes 3/120, or 1/40.
P (Did Not Surprise)
If the caravan achieves surprise then they theoretically can avoid an encounter. This seems unlikely at first for wagons to surprise anyone, but consider that perhaps the armed guards are scouting ahead at least part of the time. We can say that 1/6 of the time, the caravan achieves surpise. Thus 5/6 of the time the caravan fails to gain surprise.
Therefore the chance of an encounter with a potential threat without surprise becomes 5/240.
If there is no surprise for the caravan, there are two additional options: one is that the caravan itself is ambushed, the second is that no surpise exists. Thus:
- Caravan Ambushed by Potential Threat: 2/240
- Caravan Encounters Potential Threat: 3/240
P (Did not Evade)
So long as the caravan is not ambushed there is a chance to evade. This is about 1/3, depending on the numbers involved. That means the caravan fails to evade 2/3.
- Caravan Encounters Potential Threat and Fails to Evade: 6/720 = 1 / 120
P (Reaction)
Finally, there is a chance for a reaction roll to negate an encounter. I think it is fair to say that a "negative" reaction roll leads to the caravan being attacked, a "neutral" roll indicates a toll is extorted, and a positive roll indicates the caravan is unmolested. Looking at the 2d6 curve, about half of results are neutral and the other half are split between negative and positive results.
- Caravan Encounters Potential Threat, Fails to Evade, and is Attacked: 1/
480
- Caravan Encounters Potential Threat, Fails to Evade, and is Extorted for a Toll: 2/
480
- Caravan Encounters Potential Threat, Fails to Evade, and Gets Positive Reaction: 1/
480
SUMMARY OF RESULTS (OPEN HEXES):
- Caravan Encounters Threat and is Ambushed: 4/480 = 0.83%
- Caravan Encounters Threat and is Attacked: 1/480 = 0.21%
- Caravan is Extorted for Toll: 2/480 = 0.42%
- Caravan has Positive Reaction: 1/480 = 0.21%
To summarize, for any given "open" hex there is a 1.67% chance of an encounter occurring which is not avoided. If one of these encounters occurs, there is a 4/8 chance that the caravan is ambushed (probably a total loss of cargo), a 1/8 chance it is attacked (probably a total loss of cargo), a 2/8 chance that a toll is extorted, and a 1/8 chance that the baneful encounter is avoided.
Other types of terrain are more hazardous because (1) they are slower to traverse, (2) the odds of encounters are higher and (3) the encounters are often nastier.
We can get a rough idea of these odds by multiplying our base chance for a lethal encounter (1%) by (1) the move factor of the hex and (2) the chance of an encounter on that hex. For example, forest has a move factor of two, and encounters occur twice as often. Thus the forest hex is four times as dangerous (2x2) as an open hex. Thus on a forest hex the chance of an encounter becomes about 4%.
OPEN: 1%
FOREST (PATH): 2%
FOREST: 4%
MT PASS: ~6%
MT: 9%
SWAMP: 12%
Finally, we need to find a way to incorporate the "neutral" encounters where some sort of fine is extorted. We can do that by generating percentages for such an encounter (they're about 2/5 the %s above), or we can simply average out the chance of being extorted across each hex to generate a fixed cost. The average fixed cost to traverse each hex type would be 350 SP (an average "toll") times the chance of a "neutral" encounter.
OPEN: 1.5 SP
FOREST (PATH): 3 SP
FOREST: 6 SP
MT PASS: 9 SP
MT: 13.5 SP
SWAMP: 18 SP
To simplify that, you could just say that the average fixed cost to traverse these hexes costs double the % chance of a lethal encounter (2 SP per open hex).
So there is your insurance adjuster numbers!
CONCLUSIONS
Trade in the base game in roughly the same price as it was historically (1L per ton per ~20 leagues -- or 1 SP per ton per league). The risk of travelling on open hexes is small but non-trivial. As one moves into rougher terrain, the risk becomes extremely high. Traversing mountains and swamps in particular is very dangerous. Longer routes are also quite dangerous. As a general rule of thumb, no trade routes should traverse more than one or two mountains or swamps without a huge risk premium attached. The stronghold in the middle of swamps on the outdoor survival map is quite isolated!