World curency of H&H

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Re: World curency of H&H

Postby DatOneGuy » Tue Sep 07, 2010 3:30 pm

Alright let's try and stay clear of the 'devs must intervene' or not ideas here guys.

sabinati wrote:
that all sounds pretty dandy but wouldn't a cavebulb be 25?

and yeah, i think bronze = cast

Cavebulbs are 1 metal bar:4 cavebulbs? I always thought they were 1:6, as that's what I had always heard and was standard.

If it's 1:4 then shift it to 25HC that's fine with me.

The biggest thing that needs to be decided on and set at a 100% flat rate are coin:coin ratios.

how many gold coins should be 1 cast coin? How about tin to cast? cast to wrought? steel to silver?
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Re: World curency of H&H

Postby sabinati » Tue Sep 07, 2010 3:59 pm

well i pay 4:1 for bulbs, i think AD is doing 3:1 right now
100 HC = 1 Bronze Bar
300 HC = 1 Wrought Iron Bar
600 HC = 1 Steel Bar
600 HC = 1 Silver Nugget
1800 HC = 1 Gold Nugget


i think these values are about right (although gold seems a little high based on smelt rate, but if you factor in the rarity and demand, i think it's probably right. perhaps silver should be 900 hc for a nugget?)

so 1 "HC" = 1 bronze coin = 1 cast iron coin

1 gold coin = 180 hc
1 silver coin = 60 hc
1 steel coin = 6 hc
1 wrought coin = 3 hc

what about copper and tin? they are certainly worth less than iron or bronze, but how much? 1/2? 2/3?
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Re: World curency of H&H

Postby DatOneGuy » Tue Sep 07, 2010 4:25 pm

Hmm, 1:3 aye, well either one works out, I guess that's another one of those greatly changing depending on demand, since there are more factions wanting them in bigger supply the price will fluctuate.

As for silver, I agree it should be worth more, I just remember reading people always doing 1:1 steel :silver

Gold can be anywhere from 2x silver to 5x silver depending on demand, if silver is set at 900, it'd be twice it's price which is fine.

As for tin/copper, I honestly never deal in them or mine in them, so it's price to cast ratio would probably have to be spoken for by people who still deal in them. Since more and more things seem to be hard metal and copper/tin are more and more phased out for cast or bronze I'd say 1/2 would work out, although the price of 2/3 is also fair. 2 Copper coins for 1 HC(Cast/Bronze coin) seems more than fine.

A.D.? Buyan? Any thoughts?

It'd also be nice to get some contribution from other dealers that have their own marketplaces, and from people who trade often. WE might be falling apart but some input there too since they've done all the coin jazz before.
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Re: World curency of H&H

Postby Potjeh » Tue Sep 07, 2010 5:06 pm

We've bought pretty much all our silver for gold at 3:1 rate, so I'd say that 3:1 is the correct exchange ratio.

As for copper and tin, I wouldn't value them a lot less than bronze. 2/3 for copper and 1/2 for tin I'd say, since you need less tin for bronze so the demand is naturally lower.

1:1 silver to steel seems right too, if we're talking gate-grade steel. Arms grade steel is worth more, but high q steel won't be used for coins anyway. As for common metal ratios, I think it's around 1 steel: 3 wrought: 9 cast: 9 bronze.

As for other stuff, you can mostly see the prices in my barter stalls. I pay 5 coins for herbs, 7 coins for linen, 3 for bricks, 4 for generic fish filet, 5 for select small fish and 12 for eel. So overall, I value chants less than other people, but I value fish more.
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Re: World curency of H&H

Postby Sotsa » Tue Sep 07, 2010 7:25 pm

Isn't this game all about being able to screw guys over, and the metagame of trying to prevent this, or trying to stay away from the people who are trying to prevent your actions?
In the case of printed unique coins, i want counterfeited money to be an option, and tracking of this should be available through old-fashioned detective work (asking around). Finding out where it comes from would be hard, but not impossible.

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that's all
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Re: World curency of H&H

Postby DatOneGuy » Tue Sep 07, 2010 8:08 pm

Sotsa, there's a thread for that, this isn't that thread.
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Re: World curency of H&H

Postby serpentyngallery » Tue Sep 07, 2010 9:16 pm

This may be a bit of excessive micro-managing, but what does the collective feel about the value of farmed goods? I've been trying to figgure that one out, but it seems purely speculative to the communities that are buying or selling it, but starting with a base value on them, for me at least, would go into figguring out what something like a q90 carrot cake would be worth, and from there the higher end recipies.
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Re: World curency of H&H

Postby sabinati » Tue Sep 07, 2010 9:56 pm

i personally wouldn't buy farmed goods (even wheat i would only want if it was milled into flour already), i have farmers in my community that will provide whatever i need. i'm sure most groups do. as far as selling high q seeds to people, i've done that a few times, i think i charged something like 3 bucks per crop type.
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Re: World curency of H&H

Postby DatOneGuy » Tue Sep 07, 2010 10:33 pm

Starter seed prices are based very much so on your quality and the demand.

Since you mentioned carrot cake under farmed goods I'd mention that that actually falls under Unbaked (for dough) and Baked goods (for baked).

Wheat Flour could probably be sold over a certain quality but I don't see a big reason for it.

Doughs can and are sold, higher quality strongly preferred.
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Re: World curency of H&H

Postby notacunt » Thu Sep 09, 2010 10:20 am

It's probably unnecessary to elaborate this much but I want to be clear.

It seems to me that people here are discussing 2 issues, prices and method of exchange.
By method of exchange I mean barter or money. Barter is an exchange of goods (eg cavebulbs for armor), money is medium of exchange, one party provides or accepts money (currency) in exchange for goods (buying or selling). In barter I directly trade what I want (say copper plate armor) for what I can provide (cavebulbs, cheese, etc), if I'm using money I would sell my bulbs/cheese for money then use that money to buy the copper armor, the act of buying and selling is separated.

Prices are the quantity offered in goods or money, either I trade the armor for a quantity of one or several goods or I buy it with coins. The reason use of money developed in the real world is because it avoided the problem of 2 people wanting 2 unique types of good and having what each other wanted as a prerequisite of exchange.

Barter is largely the rule of the game because the benefits of money aren't yet worth the inconvenience of obtaining it, debts are rarely incurred, exchanges are few and can be pre-arranged via the forums or irc, and we have fast-travel. Large villages want almost any type of good produced, negating the coincidence problem. People trade for what they use, rather then saving money (also a store of value) which could, as Thurrok said, be largely worthless. Good like cavebulbs are traded often so the prices are stable, whereas metals are used as money less often by smaller number of players and prices are less definite.
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