What Stuff is Worth
A Theory of Wasteland Economics
A Treatise on The Value of Goods in the New Wasteland Economy
By John Bastille
Professor of Economics and Necrology
Last Hope University College of War
Purpose and Theory
What is Money, Anyway?
Throughout the Wastes, economies fluctuate, rise, and collapse with the rise and fall of settlements, nation-states and empires. Without a central government or administration capable of overseeing economic activity over large stretches of territory (excepting, perhaps the present Dominus Columbia and former Iron Works within living memory), there exists no formal currency standardization from settlement to settlement. While attempts have been made in the past by organizations such as the Trade Union to produce a Wasteland-standardized currency, these efforts have largely been (and remain) a hobby and curiosity of a small group of cross-Wasteland investors and financiers.
Instead, 'Money' or 'Currency' exists as various forms of scrip produced by local settlements as a common means of exchange between residents of a specific place (usually that settlement and its immediately surrounding area) in order to facilitate easy trade within a specific community. While it is not uncommon for currencies from one settlement to be exchanged within another (particularly for large or well-travelled settlements), this currency is usually of limited spending power outside of its home settlement, as it will typically not be accepted by the Public Works facilities in exchange for commodity trade goods.
The Value of a Cred
With many different currencies floating around the Merican Spanse, a reasonable question becomes 'How much is one of these notes worth, anyway?' This can be a difficult question to answer, and indeed in times not long past these currencies were valued against each other at disparate rates (with some notable extremes such as the Gatorland Fat Rat at one point being valued unfavorably five to one against the more stable Hayven Credit). However, following the destruction of the Iron Works and the collapse of the Trade Union not long after, the various settlements of the wastes gradually stabilized into an informal equilibrium, with Public Works across the Wasteland settling on a relatively fixed exchange rate for commonly traded goods to local currencies that was applicable in most commonly trod settlements.
As a general rule, this rate was roughly equivalent to the value of the ubiquitously common 'Basic Scrap' (though there will no doubt be those readers that object to this characterization, as the 'Scrap Economy' has at times been wildly volatile, even today), and as a result prices at a Public Works for goods commonly available through the Caravan Stops, Ports, and even Seedy Underbellies could be reliably assumed at most settlements (provided those exchanges were made in the settlement's local currency).
Changing Times
The Wasteland seems to be on the cusp of change. While some will point to the rise in the prominence of larger nation-states such as Dominus Columbia as economic factors, the students of the budding scientists of Necrology point to shifts in the Mortis Amaranthine not dissimilar to those that were observed during the last 'Realignment' that occurred commensurate with the 'Three Year Horde' and other major upheaval events within the same time-frame, others still point to the nebulous feeling that change is in the air, and is inevitable. Regardless of specific motivation, most attentive Wastelanders can perceive that some things are about to change dramatically, and any Caravaneer can tell you that nothing disrupts an economy quite like change.
As a result, I have taken it upon myself to draft out some thoughts about where the state of the economies across the Wastes are likely to head, in an attempt to provide both forewarning and a convenient reference for what I believe the likely end state of such a shift is likely to be. While these predictions are in no way guaranteed to prove prescient, I think, at worst, they represent a fair guess at a potential future, and at best could serve as a framework for the re-valuation of economies and money in a way that will encourage economic stability and prevent the wild fluctuation of pricing that such destabilizing events can often (and have, in the past) lead to.
Practical Pricing
OOC: Mechanical Core Assumptions
$ = Local Currency
⏳ = Minutes
⚡ = Mind
◉ = Resolve
- 1 Local Currency ($) is the minimum granular denomination of money available within the game.
- $1 represents the minimum granularity of effort (Time) or mental expenditure (Mind) useful for economic production.
- For Time, this is 10 Minutes (10⏳)
- For Mind, this is 5 Mind (5⚡)
- 1 Resolve (1◉) is worth $5
- This is somewhat arbitrary, but was chosen from the consensus of several prominent economists. Your mileage may vary.
- All other items, both crafted and gathered, can be reduced to these basic elements and thus a reasonable 'Base Cost' determined
- Real Prices can be affected by availability and market forces, but for these purposes we will be discussing the 'Base Cost', which likely serves as a reliable minimum to plan around.
- Resources and Items that can only be produced by specific Professions are likely to involve an 'Exclusivity Premium', since their production is likely to be limited by the restricted access to Profession Slots instead of simply gated behind flat XP expenditure.
- For the purposes of informed speculation, we assume this to be $5, but this value may fluctuate in practice.
Raw Resources
Living off the Land
Once a core basis of valuation is established and some base axioms assumed, we can begin to extrapolate on the bottom tier of economic production: Resources that can be reliably produced in arbitrary quantity with little more than skill, time and effort. For example:
- The ubiquitous Basic Herb, used in everything from common meals to producing paper for blueprints, can be produced with minimal training and minor time and effort. For instance:
- Harvesting the Basic Herb takes an entry-level Farmer 10⏳ and 5⚡ to produce, with no other inputs needed.
- Summing these values with our Core Assumptions, we are able to arrive at a value of 5⚡ ($1) + 10⏳ ($1) = $2
- Likewise, the more difficult to farm Uncommon Herb can be arrived at with the same type of valuation:
- 10⚡ ($2) + 10⏳ ($1) = $3
- Carrying along the pattern, we can evaluate the expected price of the more difficult to farm Rare Herb and Named Herb (Note: We do not consider In-/Out-of-Season in the base price, though in practical terms Out-of-Season Herbs are likely to be pricier due to scarcity and the requirement of needing advanced facilities to produce, see the later section on Real Prices for more information).
- 15⚡ ($3) + 10⏳ ($1) = $4
Welding Wealth
While Basic Scrap is most commonly found in dedicated mines, in the Wasteland is can also be salvaged from old ruins and pulled from the boots (and occasionally teeth) of Raiders, as well as a modicum of other ways. This Scrap can be further refined into more valuable types of scrap through commonly available Artisanal processes (commonly used as a means of refining/preserving nearly-expired scrap, albeit inefficiently). For Instance:
- Basic Scrap cannot be welded, and must be scavenged from the environment or fallen foes (or mined, see below).
- Uncommon Scrap can be welded together from lesser-quality Basic Scrap:
- 5⚡ ($1) + 10⏳ ($1) + 3 Basic Scrap ($3) = $5
- Rare Scrap can be produced from Uncommon Scrap using a similar process, and at similar ratios:
- 5⚡ ($1) + 10⏳ ($1) + 3 Uncommon Scrap ($15) = $17
Mining Minerals
At present, Mining at a Hellscape Mine produces Scrap at a dramatically cheaper rate (for Rare & Named in particular) than the above processes, costing only 10⏳ and 5/10/15⚡, or 30⏳ and 0⚡ for any Named Scrap. This means mining being available in your settlement completely negates the need for the above processes for acquiring named Scrap, as well as trivializes the need to salvage Raiders, except as targets of opportunity.
- Basic Scrap: 5⚡ ($1) + 10⏳ ($1) = $2
- Uncommon Scrap: 10⚡ ($2) + 10⏳ ($1) = $3
- Rare Scrap: 15⚡ ($3) + 10⏳ ($1) = $4
- Named Scrap: 30⏳ ($3) = $3
Forging the Future
Advances in Metallurgy mean that it is now possible to refine higher quantities of low-grade scrap into metals with specific properties. At present, all metals can be produced from roughly the same amount of scrap.
- Any Metal: 6 Basic Scrap ($6) + 5⚡ ($1) + 10⏳ ($1) = $8
Finding Forage
Adventurous scavengers and foragers are frequently able to locate other types of useful resource such as Stone, Lumber, etc. These Resources present something of a valuation problem, as they require considerably more luck and effort to find, rather than being produced through static means. As a result, we must assume a base valuation of the 'effort and luck' factor, from which we can further extrapolate costs, though this valuation is subject to change based on the local abundance of such harvesting opportunities, which can vary considerably region-to-region.
- Forage Cards can be produced (with an item) for 5⚡ ($1) + 30⏳ ($3) = $4
- Taking the above value, we can calculate the approximate prices of the various Natural Resources as follows:
- High Grade Lumber & Craftable Stone: 1 Forage Card ($4) + 1⚡ ($0, rounded down) = $4
- Combustible Materials & Natural Fibers: 1 Forage Card ($4) + 5⚡ ($1) = $5
- Psionic Crystals: 1 Forage Card ($4) + 10⚡ ($2) = $6
Producing Produce
While it is in theory possible to produce the types of non-staple goods useful in Meals and some other creations, at present the only known method of acquiring these Produce items is via trade with bulk production facilities such as fisheries, farms, and fungal harvesting operations. As a result, the prices of these items are largely determined by the 'resale price' of individuals who have direct contact with these trading organizations, with additional costs for the local merchant's effort baked into the price. As new techniques for the local harvesting of Produce items are uncovered, these prices will be adjusted.
- Eggs, Fruit, Vegetables, Meat, Milk, and Tree Nuts: $5 + 1⚡ ($0, rounded down) = $5
- It is also possible to produce these Resources through rigorous Agricultural Work by a skilled Farmer at a cost of 1◉ ($5) + 20⏳ ($2) = $7
- Fish, Shellfish: $10 + 5⚡ ($1) = $11
- Infection Material: $15 + 10⚡ ($2) = $17
Trading Technology
Unlike Produce, there are presently no speculated means to acquire the various Trade Resources but through local sourcing of goods from the various salvager caravans that scour the deep Wastes for such goods. As a result, while the prices are similar to Produce at present, unlike Produce they are not expected to change much with the advent of new techniques.
- Plastic, Machined Components: $10 + 5⚡ ($1) = $11
- Mechanical Components, Recovered Electronics, Synthetic Fibers: $15 + 10⚡ ($2) = $17
Getting Gizmos
While it is possible to produce Mechanical parts such as those that go into Caravan Rides, Boats, Airships, etc, most Wasteland settlements will find it far cheaper to import such goods through dedicated traders (and produced in massive civilized foundries) than to manufacture them at makeshift workstations. These common trade prices are below:
- Mechanical Drive & Gear System: $5 + 1⚡ ($0, rounded down) = $5
- Auto Frame, Hull, Engine, Fuel System: $10 + 5⚡ ($1) = $11
- Airship Frame, Passenger Carrier, Supply Carrier, Weapons Platform: $15 + 10⚡ ($2) = $17
Netting Necrology Resources
A unique and recent addition to the spectrum of recognized Resources, recent booms in the fields of Necrology and Necrological Sciences have transformed what were previously experimentally gathered curiosities and specialty materials produced by hermit Grave Robbers and occasionally traded through the Dead Markets into fully-fledged commodities in their own right. While demand for these materials is still rather low compared to other bulk-goods, this may not remain the case for much longer, as growing interest in these fields and recent advancement in their usefulness in crafting may quite possibly dwarf the ability to produce them in short order.
- Imprint Crystal & Festering Crystal: 1◉ ($5) + Profession Premium ($5) = $10
- Grave Flesh: 30⏳ ($3) + 1◉ ($5) + Profession Premium ($5) = $13
- Mycelium Wiring & Mortis Extract: $30 + 1◉ ($5) + Profession Premium ($5) = $40
Goods and Services
Artisanal Assembly
When calculating the cost of crafted goods, one must consider two contributing factors: first, the cost of raw materials that go into a finished product, and the time and energy it takes the craftsman to produce it. In the event that materials are provided by the client, the customer need only pay for the time and effort of the Crafter, and those costs can be calculated as follows:
- Basic Crafting: 5⚡ ($1) + 20⏳ ($2) = $3
- Proficient Crafting: 10⚡ ($2) + 20⏳ ($2) = $4
- Master Crafting: 15⚡ ($3) + 20⏳ ($2) = $5
In the event the materials are being provided by the Crafter (or finished goods are being purchased), one must account for both the cost of the raw materials as well as the time and energy of the crafter, as outlined below:
- OOPH Tactical Armor: 4 Rare Scrap ($16) + 2 Plastic ($22) + Master Crafting ($5) = $43
- Freeiron Guard: 3 Uncommon Scrap ($9) + Proficient Crafting ($4) = $13
- Angry Anchor Work Ship: 3 Rare Scrap ($12) + 1 Hull ($11) + 1 Engine ($11) + 1 Fuel System ($11) + 1 Mechanical Drive ($5) + Master Crafting ($5) = $55
Culinary Cooking
Much the same as paying for Artisan work, when calculating the cost of Culinary endeavors, one must consider the cost of the labor first, then any materials that need go into the final product if they are not also provided.
- Basic Culinary: 5⚡ ($1) + 20⏳ ($2) = $3
- Proficient Culinary: 10⚡ ($2) + 20⏳ ($2) = $4
- Master Culinary: 15⚡ ($3) + 20⏳ ($2) = $5
Using the same reasoning as above, we can calculate the final Base Cost of several commonly used consumables.
- Angry Apple Intoxication Brew: 2 Basic Herb ($4) + Basic Culinary ($3) = $7
- Lemony Recovery Meal: 2 Uncommon Herb ($6) + Proficient Culinary ($4) = $10
- Red Mist Healing Injection: 3 Rare Herb ($12) + 1 Infection Material ($17) + Master Culinary ($5) = $34
Healing Help
No matter where you may find yourself in the Wastes, there is an important universal rule to remember: Pay Your Doctors. Not only does ensuring your medical practitioners are paid allow them to keep stocked on supplies and restoratives, a reputation of pairing fairly is also the surest way to get prompt and thorough medical attention whenever you may need it. We can determine the appropriate Base Cost of these services using the same methods as above.
- Healing (10-20 Body): 10⏳ ($1) + 1-2⚡ ($0, rounded down) = $1
- Healing (30-70 Body): 10⏳ ($1) + 3-7⚡ ($1, rounded up/down) = $2
- Healing (80-100 Body): 10⏳ ($1) + 8-10⚡ ($2, rounded up) = $3
- Fix Limb (One): 10⏳ ($1) + 5⚡ ($1) = $2
- Fix Limb (All): 12⏳ ($1, rounded down) + 10⚡ ($2) = $3
- Full Exam: 10⏳ ($1) = $1
- Enhanced First Aid Supplies: 10⏳ ($1) + 10⚡ ($2) = $3
Miscellaneous Missions
In addition to useful goods and production services, Wastelanders will frequently find themselves in need of common services, such as the assistance of guards, mercenaries or other competent professionals. The effective Base Costs for these services can be determined the same as many of the above methods, with some allowance for risks involved.
- Guard Duty: 60⏳ ($6) = $6 per Hour
- Combat Duty: 60⏳ ($6) x2 (Hazard Pay) = $12 per Hour
- Print Copying: 2 Basic Herb ($4) + 20⏳ ($2) + 1⚡ ($0, rounded down) = $6
- Psychological Evaluation: 20⏳ ($2) + 1⚡ ($0, rounded down) = $2
- Locksmithing Services (Basic): 2⏳ ($0, rounded down) + 5⚡ ($1) = $1
- Locksmithing Services (Proficient): 2⏳ ($0, rounded down) + 10⚡ ($2) = $2
- Locksmithing Services (Master): 2⏳ ($0, rounded down) + 15⚡ ($3) = $3
- Restraint Tying: 5⏳ ($1) + 5⚡ ($1) = $2
- Forensic Investigation: 10⏳ ($1) + 5⚡ / Question ($1 each) = $1 + 1 Per Question
- Research Services: 20⏳ ($2) + 5⚡ ($1) = $3
- Infection Restoration (The Living Experiment): 1◉ ($5) + (1◉ ($5) + 2 Festering Crystal ($20) + 1 Grave Flesh ($13) per Target) + Profession Premium ($5) = $10 + $38 per Target
- Necrology Device Repair: 10⏳ ($1) + 1◉ ($5) + 1 Mortis Extract ($40) + Profession Premium ($5) = $51
- Resolve Restoration (Mortuary Morsel): 10⏳ ($1) + 1◉ ($5) + 2 Generic Meals (2 Basic Herb ($4) + Basic Culinary ($3)) + Profession Premium ($5) = $18
- Specialty Item Retrieval (Digging Deeper): 1◉ ($5) + 1 Forage Card ($4) + Profession Premium ($5) = $14
(For a relatively complete, relatively up-to-date reference for all blueprints and their approximate costs, check out the Unofficial DR LIVE Item Compendium!)