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Fantasy Currency & Economy Balancer

免费世界构建经济计算器。定义自定义货币和经济层级,生成一致的价格表。

何时使用

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.

与其他指标对比

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.

工作原理

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.

常见问题

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.

示例

输入

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

输出

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.

常见陷阱

  • 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).

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