Does high magic = high tech?

Re: In Defense of Golems

Chrisling said:
In my previous campaign, there was actually a widely held belief that, in the long run, golems were in fact cheaper than people. I mean, c'mon, a human menail worker has to be fed, housed, etc., and wears out after swiftly.

Nope. He only has to be paid. If he can't afford food or somewhere to live, then that's his problem. And if he wears out... well, there's always more where he came from.

It worked for industry leaders in the 19th century (and Third World sweatshops today). Fantasy worlds aren't neccesarily any different.

A <I>golem</i>, on the other hand, doesn't eat, doesn't sleep, doesn't join a guild, don't do anything but work, work, work. For <i>aeons</i>, if properly cared for.

And you need those aeons to get your initial investment back. Meanwhile, the guys who use human menial labor are much more flexible and can rake in winnings almost from day one.

Sure, you can use golems for all this. But that's only likely if you are some sort of enlightened communist who actually believes that it is the destiny of humanity to create an earthly paradise...

While I don't have a cool setting link, in my previous campaign, the one with the Undying Emperor, golems were virtually everywhere and most of them were old as time. The Emperor had been making and commissioning them for literally thousands of years, as many as possible. It just made sense to him to have the Empire scattered about with servants that were absolutely obedient to his will who could generate huge amounts of energy for enormous amounts of time.

OK, being immortal is another possibility. But as for mortal humans, there is some doubt on their ability to plan the best for future generations... ;)

But, regardless, in terms of economics, if one presumes as I did that golems never "wear out," then creating as many as possible makes sense for people who think in terms of centuries instead of days and years.

For no one else, though...

(And speaking of immortals who take the long view of things, I hope that my article on elves as creators of slave species gets accepted by Pyramid magazine. :D )
 

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Jürgen,

Good luck with Pyramid. I hope to see you there, soon! The enslaver elves are pretty spiffy. I might steal the concept at some point. :D

But, to address your post . . . .

Civilizations have a longer memory than the individuals in them. Rome saw the utility in roads, aqueducts, sewers, etc., which also take tremendous effort and energy to create. Sure, the person who uses human labor will make short term profits -- but places like the Dual Empire made long-term profits. PLUS, it wasn't as if during the time period that you're making those golems you can't exploit human labor, too. The Undying Emperor always found uses for human labor, verily.

IMC, for which I still don't have a spiffy link, hehe, the way Tzu Lung got the golem idea was . . . well, he saw these wizards who would create golems are guards and servants and then the wizards would die, leaving these golems around, basically unattended. He invented magics to take control of the "free golems" and liked it so much he started commissioning and making his own. The moral here is that the advantages to golems could easily be seen by any society because they do exist, so why not use them? And, once used, the benefits become pretty clear.

And once any society is successful by using golem labor, the idea will be out there. Any stable kingdom is likely to see golems -- or, at least, possible.

Don't dis on my beloved golems! :D
 

Chrisling said:
Jürgen,

Good luck with Pyramid. I hope to see you there, soon! The enslaver elves are pretty spiffy. I might steal the concept at some point. :D

Just a small clarification: In my view, elves don't enslave other, formerly free beings, they create slaves as entirely new species!

Don't dis on my beloved golems! :D

Oh, I can see plenty of uses for golems. I just believe that it is most economical to use them only in situations where human strength simply won't suffice...
 

Well, let's just do the math here. A stone golem can lift, carry, haul, and drag as much as a team of 28 men.

Although the DMG says (by tradition) that manual laborers recieve 1 sp per day, and although 1 sp per day is historically realistic, for a variety of reasons which I've gone into at great lengths in other threads, we can assume that there is according to the rest of the D&D economic model (such as it is) a basic daily wage of 1 gp per person. Just take my word for it.

Now, the Stone Golem has a couple of other advantages as a manual laborer over a team of 28 men. First, it doesn't tire (as far as we know), and will happily drag or haul an object all night long if we let it. Even if we are very generous about it, men can at most perform vigorous manual labor 12 hours a day (and even that will kill them in a few months). Beasts of burden are probably limited to 8 hours a day. So, the Golem has at least twice the productivity per day as a team of men. We can go further. Historically, humans have rarely worked more than 300 days per year. Even serfs in the middle ages rarely had more than 200 working days between Sundays, Feast Days of Saints, other Holy Days, and the dead of winter. A golem will work every day. So, we are talking about at least a 20% increase in productivity per year. Thus, a golem is as productive as 67 men, and replaces about 20,100 g.p. worth of wages a year (we will ignore the cost of foremen for the work gang because we will assume that the Golem will need a handler or handlers).

A stone golem will pay for itself in three years, maybe a bit longer if you need to do a bit of maintaince with the occasional transmute mud to rock spell (relatively cheap if you have the magical-industrial base for making golems on a large scale) on it to hold back the wear and tear.

Even if we foolishly assume that workers work for 1 sp per day, it pays for itself in less than a lifetime and can be bequethed to your children.

And that is only the begining of its utility. A worker who is local need only be payed, but a worker that is travelling must also be supplied (even if this is part of his pay). This means that whether your worker is a beast or a man, if you are travelling through any but the most hospitable regions you need to have extra conveyance to transport food, water, and other necessities of life. Not so our Golem worker, and thus we have a logistics savings as well.

And consider security. Even a gang of 28 men will not deter banditry from men armed and acustumed to the life style. But a Stone Golem completely deters ordinary banditry! Barbarians not of your high culture don't have chance! Forget about the need for gaurds and the extra logistics involved in this. Nobody without another golem or other serious magical weapon of war can stand up to you from your golem howdaw.

And then there is the long term economic impact of creating a capital good like a Stone Golem (asuming you don't just foolishly leave it as a guard in your tomb of horrors). You can now put those 28 men to work doing something else constructive. The ammount of work your society can perform increases and the cost of goods therefore decreases resulting ultimately in a substantial improvement in quality of life. People that would have been doing necessary manual labor become simple craftsmen, simple craftsmen become engineers and artisans, and engineers and artisans become inventors and wizards.
 
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Celebrim said:
Well, let's just do the math here. A stone golem can lift, carry, haul, and drag as much as a team of 28 men.

That's OK if you have big chunks of stone or something like that. But if you have to move small stones, dirt, or other small things, you have to package them in some way for the golem to carry them effectively. That usually means you need a couple of human laborers as well...

(My image is: Humans carry all the dirt to a rail wagon, and the golem-drawn wagon pulls the dirt elsewhere...)

Having 28 times the strength of a normal human doesn't mean you can take 28 times the same work...

Although the DMG says (by tradition) that manual laborers recieve 1 sp per day, and although 1 sp per day is historically realistic, for a variety of reasons which I've gone into at great lengths in other threads, we can assume that there is according to the rest of the D&D economic model (such as it is) a basic daily wage of 1 gp per person. Just take my word for it.

Actually, I'd be very interested in these arguments. Have you a link to these threads?

Even if we foolishly assume that workers work for 1 sp per year, it pays for itself in less than a lifetime and can be bequethed to your children.

I assume you mean "1 sp per year"... ;)

OK, here are my best-case calculations (which I don't believe in - see above): A stone golem will work three times as long every day (3), 28 times as effectively as a normal human (*28), and 365 days a year. This replaces human labor of:

3*28*365*1 sp = 3066 gp

This has to pay back the initial investment of 80,000 gp. This will take 26 years.

But that's the ideal case. And this ideal case presumes that golems will be able to work effectively at their full strength for the entire time. Frankly, there are extremely few types of menial labour where this is neccessary. So for most cases, I'd assume that a reimbursement time of a century or so is more appropriate.

And while you are waiting for your winnings, the other guys who use mostly human labor get immediate returns, which they can immediately invest elsewhere and make even more money...

(Does anyone here know enough about medieval economics to tell us what a typical "return" of an investment is per year?)

I still stand with my case: Golems will predominantly used for stuff like drilling through rock or pulling drains - tasks where having golem-like strength actually makes a big difference. Anyone can shovel dirt...

And that is only the begining of its utility. A worker who is local need only be payed, but a worker that is travelling must also be supplied (even if this is part of his pay). This means that whether your worker is a beast or a man, if you are travelling through any but the most hospitable regions you need to have extra conveyance to transport food, water, and other necessities of life. Not so our Golem worker, and thus we have a logistics savings as well.

You say it's a logistics problem - I say it's an opportunity to get some of the wages back. Just make sure that the workers can only get food and shelter at "company stores" and company houses, and you can drive them permanently into debt. In effect, your wages will be even less than 1 sp...

And consider security. Even a gang of 28 men will not deter banditry from men armed and acustumed to the life style. But a Stone Golem completely deters ordinary banditry! Barbarians not of your high culture don't have chance! Forget about the need for gaurds and the extra logistics involved in this. Nobody without another golem or other serious magical weapon of war can stand up to you from your golem howdaw.

Just kill the golem handler. Besides, golems are so frigging slow that any half-way mobile raiders can easily evade them.

Not all barbarian raiders charge into melee... ;)

And then there is the long term economic impact of creating a capital good like a Stone Golem (asuming you don't just foolishly leave it as a guard in your tomb of horrors). You can now put those 28 men to work doing something else constructive. The ammount of work your society can perform increases and the cost of goods therefore decreases resulting ultimately in a substantial improvement in quality of life. People that would have been doing necessary manual labor become simple craftsmen, simple craftsmen become engineers and artisans, and engineers and artisans become inventors and wizards.

For Urbis, I am assuming that there are more people than available jobs anyway - and all those craftsmen, engineers, etc. hang onto their guild monopolies for dear life.

In fact, paying lots of people for menial labor might make sense from a social POV as well - it keeps the unwashed masses busy. An idle hand is the devils' workshop, don't 'cha know... :D
 
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Just Read Oathbound Preview....

....and I am super-frustrated!!!!
The local game-store has been backordered on that product for weeks. Claims there were only 10,000 made and they all sold.

AAAARRRRRRGGGGHHHH!!!!

Sounds like a nicely gardened world, my own term for heavy magic use deliberately rearranging geography on a massive scale.

If I were a super-powerful magic user you'd see a lot of changes in my local ecology. More streams, limpid pools, pleasant breezes that shifted by the clock, light showers at sunset and sunrise so you get that sun through the clouds light show going on, and hundreds of beautiful, pleasant smelling, and sweet sounding insect, bird, and small mammal species that eat mosquitos and cockroaches.

In terms of all those wizard ecologists creating something more rational than an Owl-bear, I always wanted a species of quail that trills pleasantly, is house trained, eats insect vermin, and exudes a slight honey flavored oil along it's skin so that you could pop it by a heat source and the burning feathers would leave it honey roasted.

Hopefully it would freshen your breath as well.
 

:eek: I think Dr. Stangemonkey has been in the cat-nip.

Honey-roasted AND breath-freshening, you say?

Can't be done.

At any rate, I'm thinking of going on-line for Oathbound, myself. It sure shows no sign of arriving here.
 

eeeeep!

Even Amazon says they only have three copies of Oathbound left in stock. Best order quickly.

Sounds like it must have done pretty well.

And like .pdfs aren't such a bad idea.

You know DnD wizards would have a tremendously strange economy of books. If you had printing could you copy a spell out of a printed text and into your 'functional' spellbook?

If not then wizards heavy societies are going to have a tremendously complicated and closely observed code of hospitality for disseminating this information.

I can easily see a class of bookleggers developing as a bonded and certified means of sharing spell information. Sort of a class of 'failed' wizards who could record the spells, but not use them. A nice fit for rogues with their decipher script and use magic item spells.
 

JH: Well, I never said that the golem would be able to equally replace all forms of human labor, only that it would be very good at some of them.

And in fact, while it is true that for some tasks the golem wouldn't have quite the efficiency of 28 men, for other tasks it would have greater than the efficiency of 28 men. As you mentioned, it would be excellent for moving things that are really heavy - especially UP!. For very large loads, even if an object can in theory be lifted by 28 individuals, it usually can't be. I don't know how much heavy lifting you've done, but hopefully you've tried moving pianos or some other really heavy object before. Up above a certain level, you get huge complications with heavy weights. If the object is dence, you can't get enough hands on it or enough hands in optimal lifting position to leverage it no matter how many poeple you have. So, you need cradles and poles and what not. As the number of people involved increased, the more any unbalance in the load effects a single person. If the object weighs 500 kg, four strong men can lift it, but moving it with just four men is almost impossible, because a fluctuation of a few percent in the weight bourn by any individual increases the load beyond thier capacity quite quickly. In theory, 20 men could hoist 2,500 kg, but in practice one person would end up with 200 kg in his hands, the load would slide in thier direction, and people would get killed.

Note that in terms of s.p., my analysis is even more conservative than yours, ei 2010 g.p. per year. Even at that rate, I think it is something of a bargin, however, I can defend my claim that the DMG is wrong (and always has been since 1st edition). Given the prices for goods and services and the abundance of wealth in an average setting, it is impossible that the common laborer can only demand for his wages 1 s.p. per day, or that common laborer could live on 1 s.p. per day. The economics of that claim don't make any sense. For example, the average high level character could leverage all the labor of very large areas (given the unhistorical low populations of D&D worlds) for very long periods of time. In fact, it was this labor leveraging (hiring away entire populaces) that first caused me to question the D&D economic model. Either the cost of goods and services must go down, or the cost of wages must go up.

Gygax's original choices in economics were a mixture of historical basis and game balance. On one hand, he had a wealth of historical knowledge about the medieval period, and on the other he had the desire to control the players ability to control his world while still giving out large and impressive rewards that would keep them coming back for more. So, the cost of weapons in the PH was explicitly overinflated from 'hyperinflation', and the cost of expert hirelings like Sages and Alchemists was also hyperinflated, were other things like income from taxes, wages of peasants, and so forth were based on more or less reasonable historical assumptions.

Yes, it is true that throughout much of the ancient world the silver coin was the daily wage of a common laborer, but the prices given in the various sources are inflated. In some cases it is clear that prices were chosen for Diablo like game balance rather than any reason having to do with realism. And in other aspects, 3 rd. edition has obviously moved FURTHER from historical realism, so why bother with this one disfunctional element? For instance, essentially from the dawn of antiquity until the end of the 19th century, the value of gold held steady at about 1:20 compared to silver. So, in first edition, gold was valued at 1:20 compared to silver. But in third edition, to keep things simple, gold is valued at 1:10 compared to silver. And from the description of the Profession skill, we know that anyone with even the slightest training in a Profession (including profession (farmer)!!!) can make roughly 1 g.p. per day in income. (Of course, the profession skill is broken in its own ways as well.)

Anyhow, that is the basics. The details are lying around somewhere, and I can keep this up if you aren't somewhat convinced.

I don't know about the medieval period, but in modern times a 4% return on investment (after inflation) is considered good.

"You say it's a logistics problem - I say it's an opportunity to get some of the wages back. Just make sure that the workers can only get food and shelter at "company stores" and company houses, and you can drive them permanently into debt. In effect, your wages will be even less than 1 sp..."

*sigh*

No. It may be that the food you give them is part of thier pay, but the total cost of thier labor won't go under 1 s.p.

Whatever the wage standard of a substitance economy is, be it 1 s.p. or 1 g.p. or 1 shilling or 1 denira or whatever, it is impossible to pay your worker much less than that. If you do, they die. Before they die, they generally go into revolt and try to kill you.

The whole purpose of slavery, sweat shops, share cropping, company stores, serfdom and so forth is to try to insure that locally or with some percentage of the population, you continue to pay workers substitance wages when they might otherwise be able to demand slightly more than that. Even that doesn't work to well in the long run or for large percentages of the population, because it is very difficult to keep wages below the market demand.

Now, you might argue that substitance level is somewhat significantly below 1 s.p., but if you did, then you'd have an even bigger problem with the cost of food and other necessities, and from that the cost of everything (and from that the cost of peasant wages in the first place).

Don't get me wrong, you _could_ have a society in which laborers of some category were forced to accept substitance wages even though market forces left to themselves would award them more because the demand for thier labor is high, but such a situation would have huge social consequences. I'd expect such societies to be highly unstable. And in any event, D&D has never dwelt upon such highly oppressive societies, nor does history leave much in the way of evidence that any attempt to do so resulted in significant increase in the wealth of anyone. I see it as alot like an owner embezelling his own company. Sure, he can line his pockets in the short term, but in the long term the money he steals isn't invested in the company, doesn't return a profit for him, and eventually the company goes broke.

"In fact, paying lots of people for menial labor might make sense from a social POV as well"

This is a valid point. The Greeks rejected labor saving devices not because they weren't aware of them, but because they could not foresee past the immediate problem of what the slaves would do when you put them out of work. Since you had all these slaves anyway, you might as well use them.

Of course, ultimately this decision is directly responcible for the Northern European ascendancy. Had the engineers of Rhodes said, 'Once we put the slaves out of work, we can put them to work creating some other form of wealth', probably Rome would have put the first man on the moon.

Nonetheless, Greek and Roman culture took a while to collapse (and alot of other factors contributed beyond thier rejection of technological and scientific progress), so it is quite possible to say that your culture is in technical equilibrium do to social forces.

I've always said that the hard part about progress isn't the science, its the sociology. The whole of the Middle Ages was about evolving the right culture to take advantage of the science that antiquity had achieved but couldn't really put to use.
 
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Golems

Just read a book where the most important use of golems vs. people and people powered tech was as couriers during times of war.

Golems are comporatively slow on a round to round comparison with humans, but they don't sleep, eat, or get tired so they eat up the ground, won't take bribes, and are really difficult for a patrol or long range reconaissance unit to take out.

Most likely it's far cheaper to keep a stable of golems around than to try to keep a system of post relief stations and courier roads up and running for decades.
 

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