Gold and silver, Tulips also where worth more then spices lol.. Theres a story about a merchant who payed the equivalent of 100,000(in todays currency) for a single tulip bulb in goods and property they were that valued. Sugar was also valuable based on its difficulty in making until mass production came along. Sugar was for the rich and noble only.
Fermented honey made mead, potatoes made vodka, rice made saki. Beer(ale) and wine were drunk because it was dangerous to drink plain water, process for alcohol killed all the nasties in the water. But salt was not considered a spice, the list of medieval spices included
PEPPER The most widely used spice, then and now, but not for any
significant medical values
GINGER Next most widely used spice: a digestive, carminative (to
counteract flatulence), stimulant; to counteract anaemia and
liver complaints; to ward off colds.
CINNAMON Third most important spice: also as a stimulant,
carminative, astringent; some reputed qualities as a food
CLOVES Digestive, stimulant, local anaesthetic (e.g., toothaches)
CARDAMOM Digestive; to counteract halitosis (bad breath), headaches,
NUTMEG & MACE Digestive, carminative, stimulant; cure for colic
SAFFRON The world's most expensive herb or spice, then and now. A stimulant; cure for headaches, heart palpitations, fainting fits, dropsy, gastric ulcers
Here are some of the known values 1438-39
Name of the Spice and value in Oxford
pence stirling per lb
It appears salt was 0.5 pence stirling per pint and not considered a spice.
1 shilling was 12 pence, 1 crown was 5 shillings, 1 pound was 20 shillings
The term 'spice' actually covers a host of sins, including dyestuffs and a wide range of drugs and apothecary materials.
The spice trade did not begin until the 12th century (1300's)
@ZhaoKuro I like the idea of an oasis, would have to be a more generic term considering oasis is desert based.
But instead of being ablke to collect water and food, make it a self sufficient camp site, a large area where you can drop a campfire which takes into account endless supply of wood to burn (you dont need to collect) and as you sit next to it your fatigue restores then your health. Each time stamp automatically feeds you in 2 or 3 areas and provides water to boost fatigue restoration.
Devs might be able to code it so if your within a certain distance from one and die, then you get the option to spawn at predesignated or oasis. They might even add a battle respawn to an oasisi which keeps youre home one (for instance) in memory so if you die you get to choose which one to return to.
Not a good day for me to read this LOL...
Biggest problem I see is the current exchange system, SPICE!!, they only way I have found to get it is via godsends, this in itself will be the downfall of the economy due to the randomness of it's collection.
I have never been an advocate of player run economies, it doesnt work even on a large scale (as Ive mentioned in other post). Too many such games prices are based on procurement and manufacture, there based on the what the player wants to charge for them and regardless of the cost of procurement or manufacture.
Some games countered this by setting a range on the value that an item is worth and you couldnt charge higher or lower than this. That seemed to work ok, but then if you find something useless to you and just wanted to sell it at a value higher than the vendors but lower than the minimum it b wouldnt let you.
There will always be issues with auctions and player based economies, I think its a catch 22.
Towns and villages would more than likely be clan holding built on a larger scale or made of multiple clans joining into a community. It would be a challenge to get it to work right if you could, but it would be interesting to see. The clans of a community become guilds and specialize in certain areas, like lumberjacks guild, smithing guild and the like.
Downside would be the area of land required for each person and each clan, the map may not be big enough for such a large community as a town, small village maybe making up to 3 clans, but even then hard to implement I think, though a very nice growth idea to say the least.
Might be easier to let the devs build the town then players buy and build within it, maybe a house, maybe a shop etc., Some how though I think this would be better in a pvp server, its a safe zone where player can gather in safety via powerful npc (or player) militia.
@ZhaoKuro You just made the point, more pvp players on pve servers cause they feel safer and not getting ganked by more powerful ones. I spent 6 years at sea, we had smoking and non smoking mess, believe it but most smokers preferred non smoking mess and happy to go above decks for a smoke and not in mess. They hated smoking mess due to constant stink of cig smoke. Same as Ive seen over the years talking to pvp players on pve servers, they dont want the hassle of world pvp and were happy to go to pve servers that had pvp zones, the main ones staying on pvp servers where the ones starting with the server or the ones with the cash to p2w. And I have yet to see any pvp player fight a higher or equal level players in any great number. More often than not it's the high level player attacking lower and weaker players.
Although on servers where there was no looting and you didnt have to return to your body I have seen lower level players fight higher level ones for the hell of it.
I'm not coming back until this useless event is over, every single infected creature I come across is red, nothing I can do to even think of killing it. Now the creatures that never bothered you before when infected now chase you, so for me the whole event will get me nothing but add to a diminished life expectancy.
I'm not even going to bother, to me it's a worthless and pointless event if your new or dont have steel armor and weapons and the skills to use them....
what a waste of premium,,,,,,