07-14-2024, 03:05 AM | #1 |
Join Date: Aug 2004
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Oddities in Monthly Pay Table
Hello Folks,
At this hour, I thought I'd use my lunch time to figure something out. My original intent was to investigate the relationship between cost of living, income, and discretionary spending. Income - cost of living = Discretionary spending. Simple right? Well, incomes can be a range as given by the rule: One tech level lower to one tech level higher. So, out of curiosity, I divided the current tech level income by the one tech level lower to get the percentage increase current tech level is over its next lower tech level. Then I went the added step of also calculating the next higher tech level divided the the lower tech level to give a range of percentage increase. I had expected a reasonably pattern setting numbers, but instead, got one I wasn't expecting. Code:
TL pay 1TL % incr 2TL % incr ------------------------------------------------------------ 0 625 1 650 1.04 1.08 2 675 1.038461538 1.076923077 3 700 1.037037037 1.185185185 4 800 1.142857143 1.571428571 5 1100 1.375 2 6 1600 1.454545455 1.909090909 7 2100 1.3125 1.625 8 2600 1.238095238 1.714285714 9 3600 1.384615385 2.153846154 10 5600 1.555555556 2.25 11 8100 1.446428571 1.892857143 12 10600 1.308641975 can't be calculated |
07-14-2024, 04:07 AM | #2 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Oddities in Monthly Pay Table
The monthly income is Cost of Living + 10% of starting wealth, so what you're looking at is the increase in wealth with TL.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
07-14-2024, 06:40 AM | #3 |
Join Date: Jun 2013
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Re: Oddities in Monthly Pay Table
There are two effects involved here that are making there not be a clear pattern. First, there's the changing pattern of Starting Wealth. It starts at $250 and then increases linearly, at +$250 per +1 TL, until you reach $1000 at TL 3. It then follows the Size and Speed/Range Table at +2 steps (~x2) per +1 TL until you reach $10,000 at TL 6, at which point it changes to +1 SSR per +1 TL, with TL 11's $75,000 not quite adhering (that "should" be $70,000, but in general 75 is actually easier to work with than 70).
In addition to this, as Rupert notes, Wages are actually 10% of the above Starting Wealth plus monthly Cost of Living, the latter of which is TL invariant. So you basically have a x + c, where x is a changing pattern and c is a constant that is generally fairly significant compared to x (it's larger up through TL 5 and doesn't drop below 10% until TL 11). I will note that GURPS does get some notable benefits from CoL not scaling with TL. First, a lot of things - rations, meals at restaurants, clothing, etc - can simply be stated to be some fraction/multiple of CoL and you automatically get a scaling with Status while keeping with the GURPS pattern of items largely having the same cost at every TL they are generally available (although personally I think giving a flat cost for these things and then providing something like the Luxury Pricing from Low Tech would be more readily-usable). Secondly, this automatically results in what has historically largely been the case, that one's discretionary income (as a percentage of earnings) increases as technology improves.
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07-14-2024, 05:20 PM | #4 |
Join Date: Aug 2004
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Re: Oddities in Monthly Pay Table
Thank you for pointing out the mathematical relationships. :)
If I can at all, find a way to determine specifics of "discretionary income" for the various wealth levels, and then find a way to assign percentages of population who are of a given wealth level - I can try to figure out a way to define just how much discretionary income is available for any and all kinds of services and products. For those of you who are familiar with MIDKEMIA PRESS - you might remember a product called CITIES. CHAOSIUM later reprinted that same product under the same name. If you were around when THIEVE'S WORLD boxed edition, also by Chaosium - printed aspects of the business counts that came from CITIES. But even S.J. Ross alluded to the same principle of "how many business are present within a city" where he specified that x number of people have to be present before a given business is present. Something like that was also presented in A MAGICAL MEDIEVAL SOCIETY WESTERN EUROPE by Joseph Browning and Suzi Yee that was presented for use with D&D - so the concept is not unique to MIDKEMIA PRESS (which still sells PDF versions of CITIES by the way) - it forms a rational basis for trying to determine what businesses are present within a given population. In my jumbled memory banks I laughingly call a brain with faulty data retrieval methodologies - I recall someone used the city of Paris and its listed businesses to estimate how many population were present and used that as a model for guestimating ratios of population to frequency of businesses. So, where do I want to go with this? I did some research on Median Income levels in 2022, as a way to try and figure out what percentage of population were of a given income class. Maybe somewhere along the way I'll put together some inferences I've got in the works. problem is, it is only good for TL 8 American society - not representative of the world in general. So, what do I need? What percentage of population fit in the categories of Poor, Struggling, average, comfortable, wealthy, Very Wealthy, and Rich+ From there, I want to try and figure out what the available (in a GURPS universe using GURPS rules and guidelines - inclusive of GURPS SPACE for the wealth rules and GDP) - to get a reasonable round figure for disposable income. From there, I'd want to try and estimate whether or not a mage or alchemist can make a living, and if so, from what class of people. If, in order to afford the potions made by an Alchemist, one has to be of social status 2 or higher - that gives me some foundation to work with. If Social Status -1 can not under any circumstance afford to buy either of Alchemical potions or major magic items - that would be a start. If only 10% of the overall populaltion can afford to buy with their discretionary income. But it will get worse in the grand scheme of things... Discretionary income spending is a zero sum game. Money spent on Armor will not be money spent patronizing the arts. It won't be money spent on fancy clothing that changes every season. It won't be spent on fancy houses, bribing public officials, and all that fun stuff. For you see, all of those discretionary spending dollars pay for the monthly income of those who cater to the trades that are by their very nature, non-essential things required for day to day living. |
07-14-2024, 05:50 PM | #5 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Oddities in Monthly Pay Table
Um.... that's not actually true. Absolute discretionary income certainly increases, but as a percentage of income it really doesn't; the rule for the last few thousand years is "a single male, couple without children, or couple with adult children is net income positive; a couple with young children and no working offspring is struggling and likely needs external support". This tells us that lifestyle as a percentage of income is pretty close to a TL-invariant 50%.
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07-14-2024, 06:46 PM | #6 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Oddities in Monthly Pay Table
Alright, when dealing with wealth, you need to subtract $600 as Cost of Living for Status 0 for each month. That's a fixed number for all-time. I'm not saying I agree with it, but this is how the tables are constructed.
After you do this, the table on p. B517 looks like this: TL/Net Monthly pay 0/$25 1/$50 2/$75 3/$100 4/$200 5/$500 6/$1,000 7/$1,500 8/$2,000 9/$3,000 10/$5,000 11/$7,500 12/$10,000 Taking tenfold these numbers gives you a familiar table: p. B27. That's right; starting wealth at each TL is always ten months of net income. For TL 13, I'd make the net pay $15,000, so before Cost of Living, it's $15,600, and starting wealth is $150,000. Why? Well, starting at TL 6 and dividing by 1,000, this pattern resembles another familiar table, aside from a decimal point at TL 11. Which one? Hint: it's on p. B550. Edit: If you assume the 80/20 rule on p. B26 for starting wealth, this is effectively the Cost of Living going up as TL goes up. Status 0 at TL 1 has $600 for Cost of Living, $40 going into the "settled lifestyle," and $10 as disposable, effectively a $640 Cost of Living. Status 0 at TL 7 has $600 for Cost of Living, $1,200 going into the "settled lifestyle," and $300 as disposable, effectively a $1,800 Cost of Living. Last edited by Rasputin; 07-14-2024 at 06:52 PM. Reason: It's in the darn text! |
07-14-2024, 10:37 PM | #7 | |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Oddities in Monthly Pay Table
Quote:
People in higher TLs simply have more leisure spending they can do than in lower TLs, which is why Cost of Living doesn't increase with TL. |
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07-15-2024, 05:28 AM | #8 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Oddities in Monthly Pay Table
The numbers just plain don't work for that - it means that someone living a nice Status-0 lifestyle ($600/month), earning a nice Status-0 income ($2,600/month at TL8) has $2,000/month of entirely discretionary spending. In under a year they'll have Comfortable Wealth if they want it, and be Wealthy in under four.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
07-15-2024, 06:47 AM | #9 | |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Oddities in Monthly Pay Table
Quote:
GURPS is not an economic simulator! You don't determine your Wealth by how much money you have. You determine how much money you have by your Wealth. If you want to change how much money you have, come up with an in-game explanation (like saving money) and raise your Wealth level. NPCs who remain at a steady Wealth level do not save enough to raise their Wealth level. It's not necessarily that they cannot raise their Wealth level; they simply do not. There may be in-game reasons why they can't raise their Wealth: often Debt, maybe bad jobs. But if an NPC keeps a steady Wealth level, it is explained by their not saving whatever discretionary money they get each month. The system is doing exactly what it's designed to do. Collecting discretionary cash over your Cost of Living is a feature, not a bug. Money is subordinate to Wealth, not the other way around. Players get to decide how to develop their characters, whether or not the characters themselves have any say in the matter. |
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07-15-2024, 09:17 AM | #10 | |||
Join Date: Jun 2013
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Re: Oddities in Monthly Pay Table
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