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  <sup>1</sup> Use the ability score, not the ability modifier.
 
  <sup>1</sup> Use the ability score, not the ability modifier.
 
  <sup>2</sup> This is a simplified formula. Actual formula is...  
 
  <sup>2</sup> This is a simplified formula. Actual formula is...  
   (Level x 10) + Floor{10 x [(Actual Population - Minimum Population) / (Maximum Population - Minimum Population)]}
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   (Level x 10) + {10 x [(Actual Population - Minimum Population for that level) / (Maximum Population - Minimum Population)]}
  
=Wealth, Resources, and Currency=
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==Wealth, Resources, and Currency==
Rather than saying that a city of a certain population has a max GP limit of some number, the maximum GP limit of a city is determined based upon its abilities and classes. Wealth is determined by classes, which is then multiplied by population, to find the max GP limit of a single item that can be purchased in the city.
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Rather than saying that a city of a certain population has a max GP limit of some number, the maximum GP limit of a city is determined based upon its abilities and classes. Wealth is determined by classes, which is then multiplied by population, then divided by 10, to find the max GP limit of a single item that can be purchased in the city.
  
Resources, Economy, and Infrastructure each further impact currency. Instead, Resources modifies the value of 1 gold piece. If a city is at it's normal Resources value (Wealth x 5), gold pieces are exchanged at a 1:1 ratio.
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Resources further impact currency, but does not affect max GP limit. Instead, Resources modifies the value of 1 gold piece. If a city is at it's normal Resources value (Wealth x 5), gold pieces are exchanged at a 1:1 ratio.
  
* '''Resources:''' Modifies Max GP Limit for the city, as a percentage.
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Resource fluctation causes the currency to gain and lose value. For every 5 points above the normal Resources value, currency gains 1% in value; for every 5 points below, currency loses 1% of its value.
* '''Economy:''' Modifies the value of 1 GP, as a percentage.
 
* '''Infrastructure:''' Modifies item availability.
 
  
===Resources===
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In addition, if a city's Resources drops to 0 or below, the currency drops 1% in value for each point of Resources below 0.
Resource fluctuation causes the maximum GP limit of an item that can be purchased in a city to go higher and lower. For every point above the normal Resources value, the max GP limit goes up by 1%; for every point below, the max GP limit goes down by 1%.
 
  
In addition, if a city's Resources drops to 0 or below, the max GP limit drops 5% in value for each point of Resources below 0.
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'''Example'''
 
 
===Economy===
 
Economy fluctuation causes the currency to gain and lose value. For every 5 points above the normal Economy value, currency gains 1% in value; for every 5 points below, currency loses 1% of its value.
 
 
 
In addition, if a city's Economy drops to 0 or below, the currency drops 1% in value for each point of Economy below 0.
 
 
 
To determine Economy's effect on the price of a given item, divide the item's price by the currency value as a percentage. This will result in the city's price for the item.
 
 
 
===Infrastructure===
 
Every standard item has an availability rating, on a scale of 1-100. Any item whose availability rating is equal to or below the city's Infrastructure can be purchased in the city at the city's price for the item (standard price modified by Economy).
 
 
 
If an item's value is below the max GP limit for the city, but its availability is higher than the city's Infrastructure, the item can still possibly be found, but at higher prices than normal. To do so, follow the following steps.
 
 
 
# Determine the Craft skill that would be able to produce the item. If the city has the skill, proceed to the next step.
 
# Multiply the city's skill bonus in the skill by 5.
 
# If the result is higher than or equal to the item's availability, the item can be found in the city.
 
# Subtract the city's Economy from the result in step (3). If the result is below 1, the item cannot be found in the city. If it is 1 or higher, subtract it (as a percentage) from the city's currency value.
 
# Divide the item's cost by the result in step (4) (as a percentage).
 
# The result in step (5) is the cost of the item in the city.
 
 
 
===An Example===
 
 
  Edge has a Wealth of 14 and Population 52, meaning that it's Max GP Limit is 728 GP.  
 
  Edge has a Wealth of 14 and Population 52, meaning that it's Max GP Limit is 728 GP.  
 
   
 
   
  However, Edge recently suffered an explosion in its industrial sector (+38 to Disaster), which resulted in a loss of 38 Content,
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  However, Edge recently suffered an explosion in its industrial sector (+38 to Disaster), and lost 76 points of Resources, bringing
Infrastructure, and Resources; a loss of 19 in Leadership and Economy; and a loss of 9 to all other attributes.
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  it to -6.  
 
'''Max Item GP:''' Resources is now 38 points lower, resulting in a 38% drop in Max GP. The new max GP Limit is 451.3 gp.
 
   
 
'''Currency Value:''' Economy is 19 points lower, to a 16; this results in a 3% drop in currency value. To purchase an item of the
 
max GP limit (451.3 gp), a person must spend 465.3 gp.
 
 
'''Item Availability:''' Infrastructure took a 38 point hit; Edge's original Infrastructure was 35, and is now 16. Items with an
 
item availability of 17 or higher are no longer available.
 
 
   
 
   
  Let's now say that a character wants to purchase breastplate in Edge (35 availability).
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  There is a 70 point difference between 70 and 0, which - divided by 5 - is 15 (so 15%); Resources are another 6 points below 0, so
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that's another 6%, for a total of 21%.
 
   
 
   
  Edge has the Craft (Blacksmith) skill, which is what is required to make breastplate. Breastplate's base GP value is 200 gp, lower
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  Therefore, currency in Edge is worth 79% of its normal value.
than Edge's current max GP limit. So the item can possibly be found, but will be (even) more expensive than normal.
 
 
   
 
   
  Edge's Craft (Blacksmith) is +7, x 5 is 35. 35 is equal to or higher than the item's availability, so the item can be found.
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  To find the actual currency required to buy a 728 GP item, divide the normal value by the currency value (79%, or .79). This
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results in 921.5 GP - so you need to spend 921 gold and 5 silver, to purchase a 728 GP item.
Edge's Economy is 16. 35 - 16 = 19, which is greater than 0, so the item can be found. This is subtracted from the currency
 
value, resulting in currency's value being 22% of normal in regards to buying the breastplate.
 
 
To purchase the breastplate, currency is treated as 78% of its normal value, meaning that one will need 256.4 gp to purchase the
 
breastplate.
 
 
 
=Disasters=
 
A "disaster" (as per the attribute) is any negative effect on the city that is not already covered by another attribute; that is, it represents natural disasters, negative outside effects on the city (such as an attack), and similar.
 
 
 
Disaster has an immediate effect on the city, namely on Resources, Content, and Infrastructure. These effects then propagate throughout the city, causing rather extensive damage throughout the system. More severe disasters may completely cripple if not outright destroy smaller cities.
 
 
 
After a disaster occurs, the Disaster attribute is gradually reduced over time, based upon the city's Command and Resilience. Disaster goes down at a rate equal to the city's Command modifier every day (therefore, a city with a negative Command modifier suffers ever-increasing effects from a disaster, due to poor leadership).
 
 
 
In addition to that, every (5 - Rel mod) days, the city can further reduce the damage from a Disaster, though this is more initiative on the part of citizens than leadership. As such, the effect requires what amounts to a Fortitude save: the city rolls a d20 + Rel mod + Defense, and consults the following table.
 
 
 
'''Save Result'''
 
10 - 15 Negligible (1d4)
 
16 - 20 Minor (1d6+4)
 
21 - 25 Average (1d8+10)
 
26 - 30 Major (1d12+18)
 
  35+ Critical (1d20+30)
 
 
 
Any result above a 10 indicates that the city has had some measure of success in recovering from the disaster; reduce the Disaster attribute by the indicated amount. In addition, this recovery causes the populace to lose some amount of faith in its Leadership (as they are being ineffective, if the city has to resort to these extreme measures), and Leadership suffers a decrease equal to 1/4 of the decrease in Disaster.
 
  
Unlike normal increases and decreases, if the city makes a "Fortitude save" against a Disaster, the benefits of doing so do not propagate through the city at the same rate: halve the link strengths of all links from Disaster.
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Another reasonable approach would be to multiply the Max GP Limit itself by the percentage, thus representing that more expensive items are unavailable due to a shortage of resources. Both approaches work; it's just a matter of figuring out which is better (perhaps even both would make sense, but that would require using a different ability for one of the two).
  
 
[[category:Trinity]]
 
[[category:Trinity]]

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