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Redmoon Calculators
Tabletop & worldbuilding

Fantasy Currency & Economy Balancer

Free worldbuilding economy calculator. Define your custom currency (e.g. 1 gold = 10 silver = 100 copper) and an economic tier, then generate a consistent price sheet for food, lodging, tools, weapons, and luxury goods.

Built and maintained by Paul Clark, Redmoon Software

When to use this

Use when fleshing out a new setting's economy. Internal consistency matters more than absolute numbers — players will spot it when a sword costs less than dinner.

How it compares

A grounded alternative to random-table price generators. Both your peasant's daily wage and the legendary sword's price stay in proportion.

Enter your values below. Calculations run locally as you type.

Currency

Exchange rate: 1 gold = 10 silver = 100 copper.

Price sheet

ItemPriceCategory
Loaf of bread2 copperfood
Tavern meal5 copperfood
Pint of ale4 copperfood
Common lodging (night)5 silverlodging
Modest inn (night)2 goldlodging
Common tool1 goldtool
Sturdy backpack2 goldtool
Short sword10 goldweapon
Plate armor1500 goldweapon
Riding horse75 goldluxury
Fine silk robe50 goldluxury
Day's wage (laborer)2 silvertool
Day's wage (skilled artisan)2 goldtool

How it works

A tavern meal is anchored at 5 copper pieces. Every other item is priced relative to it using the chosen economic tier multiplier (×0.5 grimdark, ×1 standard, ×0.7 wealthy, ×0.6 sci-fi).

The exchange rate is 1 gold = 10 silver = 100 copper. You can rename the denominations to fit your setting.

Items are grouped into food, lodging, tools, weapons, and luxury so you can see the relative scale at a glance.

FAQs

What is the baseline?

Prices are anchored to a tavern meal at 5 copper pieces; everything else is multiplied by the economic tier.

Can I add custom items?

Not yet — the price sheet is curated. Submit feedback if there's an item class you need.

Why anchor an economy to a baseline meal?

A common everyday purchase gives players an intuitive reference point, so prices feel consistent relative to something they understand. Anchoring to a meal keeps weapons, lodging, and luxuries in believable proportion to daily life.

How should I set the exchange ratios between coins?

Pick whole-number ratios that are easy to do mental math with, such as 1 gold = 10 silver = 100 copper. Avoid awkward conversions like 7 or 13 to a coin, since players have to track these at the table.

Worked example

Input

Standard medieval, "gold/silver/copper" naming.

Output

Tavern meal: 5 copper · Short sword: 10 gold · Riding horse: 75 gold.

Prices anchor to a 5-copper meal. Standard medieval multiplier ×1 keeps the canonical D&D-style values; switch to "grimdark" to roughly double everything except wages.

Common pitfalls

  • Doesn't model trade routes, scarcity, or seasonal pricing.
  • Wage calculator assumes flat 10× difference between common labor and skilled artisans.
  • Renaming coins doesn't change the exchange rate (always 1:10:100).

Exchange rates are a design decision

The standard tier follows the familiar decimal-ish scheme of copper, silver and gold with fixed ratios between them. Historical coinage rarely worked that way — the pre-decimal English system ran 12 pence to a shilling and 20 shillings to a pound, and the awkwardness was the point of a lot of period bookkeeping.

A tidy ratio is easier at the table and a messy one is more evocative. The tool converts either; which you want is a tone question.

The coin nobody can spend

The failure worth designing around is the high-denomination coin that is useless in play. If a gold piece buys a week of a labourer's work, no villager can change one, and a party that loots a chest of gold cannot buy bread with it.

Historically that was true and it created a genuine texture — big coins were for merchants, soldiers were paid in small ones, and changing money was a service. Whether you want that friction or want a party to spend gold freely at a village inn is a decision better made deliberately than discovered mid-session.

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