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<blockquote data-quote="77IM" data-source="post: 7529982" data-attributes="member: 12377"><p>So, the prices are kind of made-up, based on the 5e guidelines for building a stronghold, maintaining a property, purchasing vehicles, the cost of hiring skilled/unskilled labor, and the lifestyle costs.</p><p></p><p>In general, the purchase/sell price is 2x the build price, because that's nice and simple and it reflects what players are used to for personal property (by default, you can sell used items for 1/2 price -- except monster gear which is too crappy, and commodities/bullion/gems/art objects, which sell for full price).</p><p></p><p>But there are numerous exceptions, for example:</p><p> - Religious buildings (temple, abbey) sell for 1.5x because the market isn't as good since only priestly types will buy them (under-demand).</p><p> - Farms sell for 1.5x because of over-supply; farms are abundant so it's usually pretty easy to find some down-on-his luck farmer wanting to cash out, or noble who will trade serfs for cash.</p><p> - Ditto for carriage/ferry, but the sell for only 1x because depreciation on the vehicle cancels out the value of the established business.</p><p> - Domains (barony, duchy, kingdom) sell for 5x because the build price here represents building a <em>new</em> domain from uncivilized frontier land. Domains that are already a going concern are tremendously valuable, more for their legal and political authority than for financial profits. So they are rarely bought and sold for anything other than other domains. This is also why kingdoms are always trying to conquer places: to build a domain in barbarian territory, or to take by force their neighbor's domains.</p><p> - Mines sell for a whopping 20x for similar reasons: the cost here is the cost to build a new mine, assuming you've discovered a vein of some mineral worth mining. So the supply is severely constrained. But the financial upside is tremendous. OTOH the mine might run out of minerals, and it can be hard to predict when this could happen. The mine has an extreme "monthly deviation" to represent this.</p><p></p><p>If you want to make 100 gp per month, and you want to purchase assets instead of building them, you could spend:</p><p>1,000,000 gp for 1 large castle (but it hasn't got much land around it)</p><p>500,000 gp for 1 barony</p><p>200,000 gp for 2 keeps</p><p>200,000 gp for 10 inns in the town or city</p><p>150,000 gp for 5 guildhalls that make exotic crafts</p><p>100,000 gp for 10 trading posts</p><p>20,000 gp for 1 mine</p><p>20,000 gp for 2 merchant ships</p><p>15,000 gp for 20 farms</p><p>5,000 gp for a fleet of 100 carriages</p><p></p><p>...So obviously there are other factors involved in the purchase price than just profitability. For example, it's trivially easy to buy a carriage and hire a driver, but establishing a fleet of 100 carriages is going to be tremendously difficult. Even if you're in a city large enough to support that, how will the Teamster's Union feel about it? Maybe you will wind up as part of the foundation of a new 5,000 gp "Theater or Arena" featuring shows by giants. ;}</p></blockquote><p></p>
[QUOTE="77IM, post: 7529982, member: 12377"] So, the prices are kind of made-up, based on the 5e guidelines for building a stronghold, maintaining a property, purchasing vehicles, the cost of hiring skilled/unskilled labor, and the lifestyle costs. In general, the purchase/sell price is 2x the build price, because that's nice and simple and it reflects what players are used to for personal property (by default, you can sell used items for 1/2 price -- except monster gear which is too crappy, and commodities/bullion/gems/art objects, which sell for full price). But there are numerous exceptions, for example: - Religious buildings (temple, abbey) sell for 1.5x because the market isn't as good since only priestly types will buy them (under-demand). - Farms sell for 1.5x because of over-supply; farms are abundant so it's usually pretty easy to find some down-on-his luck farmer wanting to cash out, or noble who will trade serfs for cash. - Ditto for carriage/ferry, but the sell for only 1x because depreciation on the vehicle cancels out the value of the established business. - Domains (barony, duchy, kingdom) sell for 5x because the build price here represents building a [I]new[/I] domain from uncivilized frontier land. Domains that are already a going concern are tremendously valuable, more for their legal and political authority than for financial profits. So they are rarely bought and sold for anything other than other domains. This is also why kingdoms are always trying to conquer places: to build a domain in barbarian territory, or to take by force their neighbor's domains. - Mines sell for a whopping 20x for similar reasons: the cost here is the cost to build a new mine, assuming you've discovered a vein of some mineral worth mining. So the supply is severely constrained. But the financial upside is tremendous. OTOH the mine might run out of minerals, and it can be hard to predict when this could happen. The mine has an extreme "monthly deviation" to represent this. If you want to make 100 gp per month, and you want to purchase assets instead of building them, you could spend: 1,000,000 gp for 1 large castle (but it hasn't got much land around it) 500,000 gp for 1 barony 200,000 gp for 2 keeps 200,000 gp for 10 inns in the town or city 150,000 gp for 5 guildhalls that make exotic crafts 100,000 gp for 10 trading posts 20,000 gp for 1 mine 20,000 gp for 2 merchant ships 15,000 gp for 20 farms 5,000 gp for a fleet of 100 carriages ...So obviously there are other factors involved in the purchase price than just profitability. For example, it's trivially easy to buy a carriage and hire a driver, but establishing a fleet of 100 carriages is going to be tremendously difficult. Even if you're in a city large enough to support that, how will the Teamster's Union feel about it? Maybe you will wind up as part of the foundation of a new 5,000 gp "Theater or Arena" featuring shows by giants. ;} [/QUOTE]
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