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Lifestyle rules?

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Sunchaser Sunchaser's picture
Lifestyle rules?
I've been looking for Lifestyle rules in the manner of Shadowrun (ie all the minutia of life, owning an apartment, food, furniture, quality of life, etc are all abstracted into a couple of levels, like Impoverished, or Wealthy, with an assigned monthly cost the character must pay to keep it). Unfortunately I haven't found one so I'm wondering if anybody has home ruled something like this?
sjmcc13 sjmcc13's picture
Re: Lifestyle rules?
It would only really matter if you are in a hyper-corp area, in which case your PC probably has a job that covers those things. Your missions/adventurers are not your primary activity for most PC.
Axel the Chimeric Axel the Chimeric's picture
Re: Lifestyle rules?
If I had to wing numbers off the top of my head, I'd assume an average family of four (two adults, two children) pays about ~3000 credits a month, give or take a thousand, to maintain a comfortable middle class lifestyle in the Planetary Consortium. Food is a non-issue; vat-grown foods are so cheap as to make them really mean nothing. Clothing and other simple everyday items are next to nothing, and probably run less than a hundred credits a month. The larger breakdown of expenses is backup insurance (about 250 credits a person per month for a basic policy), transportation (probably varies greatly based on means, but at least 250 a month for the family), shelter and utilities (definitely the largest expense, probably in the area of 1500-2000 a month at the barest minimum), and other miscellaneous expenses. This means that your average family has about 3000 credits going out in cash flow every month. Now, if you want to move up in society, you could as much as pentuple your living expenses alone just for a better living location, or a larger home if you're already in a good place. Better backup insurance (such as keeping a cloned morph on hand), quadruples that price per person. Better vehicles don't really increase the cost much, except for things like maintenance. Then there's things like smart clothing design subscriptions, simgame subscriptions, and so on. The inverse applies for poorer conditions. For a rough equivalence to modern money, a family living on, say, 60-80,000 a year in after-tax dollars in the United States is probably the kind of people who fit nicely into that middle-class income bracket equivalent. People who are looking at closer to 100-150,000 after-tax are in the higher end. Exact credit flow will vary, but you might see anywhere from 500-2000 spare credits a month for someone in the middle class, with double that or more for those in the elite range. The poor, on the other hand, probably have minimal input and output. A family of four living off the equivalent of, say, 20-40,000 a year after tax modern dollars in the United States are likely putting every last credit they have into living expenses. Their residential output is likely about 250-500 credits a month in cramped conditions, and backup insurance, if they have it at all, takes a large chunk. Genetic Service Packs are likely responsible for sucking up a portion of the income of many of the downtrodden too. ... Did anything I said there make sense? My mind just sort of meandered.
Arenamontanus Arenamontanus's picture
Re: Lifestyle rules?
People have living expenses in autonomist habitats too. Somebody has to do the topiary in the garden labyrinth (if only by programming the gardener nanoswarm) and serve the formal dinner to you. Sure, they do it because you are amazingly cool and it is an honor to wait up on you, but it still takes a lot of rep to maintain a high lifestyle. Conversely, if you are of no use to anybody, why should the community allow to take up that morph that somebody productive and liked could use? I think one could just use the Moderate/High/Expensive costs. A poor lifestyle has a Moderate cost per month, a nice middle class runs into High, and once you start the status game the sky is the limit. I can imagine that you can survive on a Low cost, but it would really be roughing it. Some places are cheaper than others. Elysium might bring up costs one level, while living at some orbital commune might be one level cheaper for a normal lifestyle.
Extropian
Thantrax Thantrax's picture
Re: Lifestyle rules?
The number I've been using to ballpark lifestyle numbers has been the favours chart. Getting someone to perform services for you for a month is a High favour, which also includes getting gear at the High cost range. I've been saying most people make between 3000 and 8000 credits a month at their jobs based on this, and presuming that in the future, the majority of the poorer workers still have to blow their cash on living expenses. Living quarters have floated between 1000 and 2000 for basic living areas, which includes the space taken up on the Hab, the oxygen you breathe, the surveillance costs of ensuring there are no hull breaches, use of station security, all those other little fine details. What's left gets spent on fun stuff, like a savings fund for your next morph or buying your favourite new AR game.
Axel the Chimeric Axel the Chimeric's picture
Re: Lifestyle rules?
Arenamontanus wrote:
I can imagine that you can survive on a Low cost, but it would really be roughing it.
I disagree, as long as you're sleeved in a synthmorph. If you're in a bare-bones synthmorph sleeve, you can literally live in a closet. In fact, I was reading a neat little futurist piece earlier that made me think of the Robot Arms Apartments from Futurama, and it's relevant here too: If you're not one of the hyper-elite who has to keep up with the Joneses, and sleeved in a synth, why keep a physical home? You could quite literally just have a closet where you can put your body while you recharge. The rest of the time, you are mobile. The exception to this is synths with synthetic masks, but you could just fit the building with a communal showering facility (wouldn't really need to be used that often, since synths don't sweat or shed) and a small nook in your closet for storing things like personal weaponry, alternate smart clothing, and so on. In synth-friendly habitats, and especially Extropia, I can imagine such living conditions being not just common but popular. Why bother with the expense and hassle of a full-sized home in meatspace when you can carry a constantly clean one in simspace wherever you go? Cheaper, more space-efficient for the habitat, and thus better for everyone.
Yerameyahu Yerameyahu's picture
Re: Lifestyle rules?
I don't know how much maintenance and resources a morph requires, synth or otherwise. It could be almost zero, or it could be a fair bit.
Axel the Chimeric Axel the Chimeric's picture
Re: Lifestyle rules?
Medichines and their synthmorph equivalents more or less eliminate the necessity for maintenance in the conventional sense, I'd imagine. Exercise is unnecessary when you have machines able to keep your body in top condition by artificially stimulating the effects of a work-out for your benefit, though I can't see that stopping people from doing it for the pleasure of it and to simply get used to their body. Synths, meanwhile, likely don't need maintenance much but most probably take a trip to the mechanic's once every six months to a year or so, probably at the same time or even place they go to drop off a backup. The exceptions to this rule, of course, are Flats, Cases, and so on.
nezumi.hebereke nezumi.hebereke's picture
Re: Lifestyle rules?
Axel the Chimeric wrote:
I disagree, as long as you're sleeved in a synthmorph. If you're in a bare-bones synthmorph sleeve, you can literally live in a closet.
I would tend to classify 'living in a closet' as 'roughing it' - not necessarily starving on the street, but certainly not comfortable. Overall I would follow Arenamouehos's idea, above. The cost is the 'level' of the lifestyle + 1 (per month). Modify it by its location. You can live for free, if you're an infomorph living on a really trashy server, but most people want, at minimum, their closet, so one Low favor/month (but I probably wouldn't bother tracking it).
Axel the Chimeric Axel the Chimeric's picture
Re: Lifestyle rules?
nezumi.hebereke wrote:
I would tend to classify 'living in a closet' as 'roughing it' - not necessarily starving on the street, but certainly not comfortable.
But that's just my point: It is comfortable. In your mesh inserts, you can run the simulspace of a grand mansion. The home you come back to in meatspace is literally just a recharging hub; your actual home is a significantly fancier little cyberspace world. If you want to get really interesting, every apartment's recharging dock could also include a fiberoptic link for access jacks that lets the user tap into the community server, where the inhabitants of the apartments spend their off-hours in the astonishing comfort of their deluxe cyberspace community. Why pay for space that you're just going to sit around in and have to clean, when you can pay for exactly what you're going to use it for anyway with no loss of enjoyment?
The Green Slime The Green Slime's picture
Re: Lifestyle rules?
^ Agreed. I don't think the implications of ubiquitous reality augmentation are fully appreciated when describing the worlds of EP. The physical environment of present-day humanity vs that of transhumanity is the difference between a painting and TV screen. Almost all physical architecture (particularly the places people live and work) would be tailored specifically around supporting the sensory projections of AR skins, and as such structures would be made as unobtrusive, bland and cheap as possible so as not to interfere with the information projected upon them. I think most people, especially those in populous habs and scarcity economies, would seem to live in closets, at least to the objective observer. To the resident however, the grimy inside of that closet is a crystal dais atop the hanging gardens of Babylon, which float unsupported above the pristine seas of a virgin ocean exoplanet. No room in your dingy closet for old world luxuries like a kitchen, bathroom, or a bed? Download them and enjoy them virtually! Basic building code ensures your closet came equipped with reliable morph feeding and waste-removal hoses, and (assuming you're bio'd) a pivoting harness keeps your morph safely suspended and rotated hourly to avoid circulatory problems, thus with no physical demands to concern yourself with, you're free to indulge in any virtual activities you wish. I think there would always be an ongoing tug-of-war between realists and virtualists in transhuman civic design, but I think the edge would usually go to the virtualists due to simple economics, e.g. A street with trees is harder to skin than a street without trees, and therefore fewer AR products can be designed (and sold) that are compatible with that street. (Going back to the painting vs video screen analogy: cinemas are more profitable than art galleries.) I can see the stark emptiness aesthetic as one of the few things Inner System beancounters and Outer System autonomist freaks might actually agree on (albeit for different reasons).
MirrorField MirrorField's picture
Re: Lifestyle rules?
As Arenamontanus put it, the living costs could be easily separated to different levels, but I'd propose following: *Low-cost lifestyle is possible only for infomorphs or synth sleeves. Biomorph living costs have to include things like food, air reprocessing, etc. which inevitably bump the total to Moderate and up. Even a Moderate-cost lifestyle for biomorph is spartan and includes stuff like Capsule-hotel cabin, bland food, etc. *There is very little you can do for creature comforts after that private asteroid / martian palace / whatever. Thanks to modern technology the curve of diminishing returns hits faster than today. After that point, money is just one of the score displays in the Great Game. (Game: Aside stuff like frequent resleeving, egocasting etc. which should be accounted separately, maximum lifestyle cost is Expensive.) *Biomorph is a Luxury Item with large maintenance costs. Hypercorps promote them because they're a profit source. Most people desire them because even best synth sleeve or simulspace is not quite the same. (Let's face it, transhumanity has millions of years of evolutionary baggage regarding the issue.) *Synth with a synth Mask is the AF10 equivalent of "counterfeit consumer good". While legal, hypercorps spend large amounts of money and effort on memetic campaigns to discourage them because of their negative impact on biomorph market. For anyone high-status, especially glitterati, getting caught sleeving into masked synth is the moral equivalent of Hollywood star getting caught with fake brand-name clothes. (Read: She'll never hear the end of it...)
Arenamontanus Arenamontanus's picture
Re: Lifestyle rules?
Axel the Chimeric wrote:
nezumi.hebereke wrote:
I would tend to classify 'living in a closet' as 'roughing it' - not necessarily starving on the street, but certainly not comfortable.
But that's just my point: It is comfortable. In your mesh inserts, you can run the simulspace of a grand mansion. The home you come back to in meatspace is literally just a recharging hub; your actual home is a significantly fancier little cyberspace world. If you want to get really interesting, every apartment's recharging dock could also include a fiber
But that cyberspace also costs you. Sure, you can always use your Hanging Gardens of Babylon simspace, but sooner or later you will want to have some new flowers, new courtesans, some interesting books or XPs to read, or maybe some custom additions to the palace. That takes creds and rep. I would argue that the middle class infomorph lifestyle isn't much cheaper than the physical middle class. Sure, the infomorph doesn't have to pay for the material stuff, but that is also a minor part of the physical person's expenses (just as today in developed countries food has become a fairly minor part of our expenses). What really cost you is services. However, I agree that most people in EP are living lives that on the surface looks amazingly impoverished and uncomfortable. But with AR and VR they are bearable and maybe even irrelevant. Which suggests a fun disaster for a habitat: due to some problem the AR goes down. For a period people have to see things as they are... and they are not going to be happy. Very effective social sabotage.
Extropian
The Green Slime The Green Slime's picture
Re: Lifestyle rules?
Arenamontanus wrote:
But that cyberspace also costs you. Sure, you can always use your Hanging Gardens of Babylon simspace, but sooner or later you will want to have some new flowers, new courtesans, some interesting books or XPs to read, or maybe some custom additions to the palace. That takes creds and rep.
Open source stuff (does that cost rep?), personal-use coding and illegal downloading could account for most if not all of people's digital content, so would finances have much of an impact at all on the quality of one's virtual existence? It's already easy enough to enjoy almost all of your culture for the low cost of a monthly ISP subscription; the only other cost is storage space, and we're told that in the era of EP data storage is practically limitless and free. Hell I don't even work and my computer is a far more exciting place than my richer friends' setups. I'm shocked at the money they squander on things I regularly enjoy for free, sometimes even legally.
CodeBreaker CodeBreaker's picture
Re: Lifestyle rules?
There is going to be some cost, minimum, for having your living space be set entirely within a Simulspace. Simulspace programs can only be run on servers, which are expensive, or you have to pay a monthly subscription that has a moderate/month cost. For that cost you can probably rent a fairly decent apartment. And why would anyone who can afford a moderate/month subscription to a Simulspace put themselves through life as a synthetic, when they could easily take out a loan to buy an Exalt? I know that on the forums we like to make it out that everyone would be quite happy living as a robot, but the game fluff is fairly clear that for most of the population it isn't a desirable life.
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Decivre Decivre's picture
Re: Lifestyle rules?
CodeBreaker wrote:
There is going to be some cost, minimum, for having your living space be set entirely within a Simulspace. Simulspace programs can only be run on servers, which are expensive, or you have to pay a monthly subscription that has a moderate/month cost. For that cost you can probably rent a fairly decent apartment.
Depends on how you run it. Some simspaces, like MMOs today, are probably free and require no subscription to be a part of them. They might even have internal currencies, which would allow someone to be a permanent part of them without interacting with an external economy.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Arenamontanus Arenamontanus's picture
Re: Lifestyle rules?
This picture comes to mind: http://hynol.cgsociety.org/gallery/430849/
Extropian
Axel the Chimeric Axel the Chimeric's picture
Re: Lifestyle rules?
Arenamontanus wrote:
But that cyberspace also costs you. Sure, you can always use your Hanging Gardens of Babylon simspace, but sooner or later you will want to have some new flowers, new courtesans, some interesting books or XPs to read, or maybe some custom additions to the palace. That takes creds and rep. I would argue that the middle class infomorph lifestyle isn't much cheaper than the physical middle class. Sure, the infomorph doesn't have to pay for the material stuff, but that is also a minor part of the physical person's expenses (just as today in developed countries food has become a fairly minor part of our expenses). What really cost you is services.
Ah, but that's the beauty of it all, isn't it? Assume an apartment building, containing apartments with roughly a square metre of floor space and two and a half for wall height. Let's assume the building itself is a square, roughly 30m long across a side. The insides are fairly cramped and confined, with the same low roof height as the cubicle apartments. Not counting the first floor, you could probably fit around 200-250 apartments per floor, and still have room to spare. Alternatively, you can halve that amount and double the size of apartments. Roof height can be increased for aesthetic reasons in either case, since that's sort of arbitrary. Now, the building I live in has 13 floors, not including the car garage basement. Let's assume that about 25% of these rooms are occupied (in a standard apartment building, it's significantly more, but let's just say that this amount is the norm, since this is a far higher density apartment building). In the "luxurious" 100 person per floor buildings, that's 25 people a floor, so, let's say there's 250 in a 10 floor building. For 40 credits each, they can create a pool of 10,000 credits, or enough to buy an Expensive item (the price of a server is never listed, but even multiplying the number provided per person by 10 as a one-time payment means there's 100,000 credits for a top of the line server). This is the power of pooled resources. The cost of building a new apartment block is not trivial, so an owner buying a server hardly strikes me as out of the question. Then then merely charge new residents a one time sum of, say, 400 credits as a "server access fee" and maybe a tiny portion of their rent goes to the server's power bill and maintenance. As such, the server itself is taken care of. Then comes in the power of community resources once more. See, it's not just one person's Hanging Gardens of Babylon, it's everyones, and the power of community resources is obvious here as well. A trivial amount of credits, ten a month, goes to the apartment's equivalent of the homeowner's association, which then uses the money to buy new things for the server. Individuals can also contribute their own creations or bought items, and there's always Open Source items to boot. In short, for what amounts to a few trivial expenses a month, an individual really can live large in cyberspace... As long as they're a synth. It's easy to even just give individual members their own partitioned simspace, while still sharing the benefits of purchased items on the server.
Decivre Decivre's picture
Re: Lifestyle rules?
Axel the Chimeric wrote:
In short, for what amounts to a few trivial expenses a month, an individual really can live large in cyberspace... As long as they're a synth. It's easy to even just give individual members their own partitioned simspace, while still sharing the benefits of purchased items on the server.
Even someone in a biological morph can probably subsist on minimal needs, so long as they have the proper tools. A maker, mesh inserts, and some replenishable power source (solar or wind collector, AI-guided gathering system) can make for a very comfortable and sustainable lifestyle. Open-source simspace and mesh connections can supply one's entertainment and social needs. It's doable regardless of body, it just takes different accommodations.
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
The Green Slime The Green Slime's picture
Re: Lifestyle rules?
[url=http://www.youtube.com/watch?v=f3O52gK6c2A]Welcome to your new apartment![/url]
Axel the Chimeric Axel the Chimeric's picture
Re: Lifestyle rules?
[img]http://img837.imageshack.us/img837/8171/sapartment8097872.png[/img] This is wicked relevant, both to this and as a response about the statement on biomorph low-requirement living. It's true, biomorphs can live largely low-cost lives too. It's just easier for synthmorphs.
Decivre Decivre's picture
Re: Lifestyle rules?
Axel the Chimeric wrote:
This is wicked relevant, both to this and as a response about the statement on biomorph low-requirement living. It's true, biomorphs can live largely low-cost lives too. It's just easier for synthmorphs.
Definitely. A biomorph has to worry about waste needs, sustenance, and other worries of biological bodies (bed sores, disease, fleas). A cybernetic body worries about a power source, temperature control and the wear & tear of moving parts. Hell, the last two problems for computers might be solved within the next decade: static resistant circuit boards and air ionizer "fans", combined with solid state memories that don't decay like flash, might mean the end of moving computer components and temperature issues. The next generation of computers might be ridiculously heat-efficient beasts that can last centuries (although they'll probably be obsolete long before that).
Transhumans will one day be the Luddites of the posthuman age. [url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]